Use it the first time it’s needed. Always use it. As a DM I often expect people to use their stuff. Besides, having low resources makes for interesting decisions. And the DM will know if you’re all out of resources anyways.
Disagree. If the party just uses Fly to get over the cliff instead of coming up with an interesting solution, that’s kind of boring. It also makes it harder for non-casters to shine.
Second, I don’t really like when the world scales with the party. The DM changing the world because the wizard blew all his slots stupidly feels bad. Why even have the choice of spending resources over a long period if everything is just going to scale with us?
Also it kind of sucks when you do get to the big boss and the wizard is tapped out because he’s been real loose with his slots
This is how most magic works in Unknown Armies, by the way. That game is fantastic and just drips with flavor and insight (2nd edition anyway. I haven’t read 3rd)
If your book mage wants to charge up, he has to go find some rare valuable books and add them to his collection. If the chaos mage wants a charge, she has to start taking some risks. You can do some crazy things with a major charge, but getting one is probably work. Or win Russian roulette if you’re a chaos mage.
In practice it can be difficult with a large group where everyone has their own obsession. It provides good down time options and plot hooks, though.
I really dislike “per day” resource management, it really limits the way in which stories are constructed!
Same here, I’m always debating with myself:
“Should I use this? Should I save it for later? I’ll save it.”
Then I never use it…
Use it the first time it’s needed. Always use it. As a DM I often expect people to use their stuff. Besides, having low resources makes for interesting decisions. And the DM will know if you’re all out of resources anyways.
Disagree. If the party just uses Fly to get over the cliff instead of coming up with an interesting solution, that’s kind of boring. It also makes it harder for non-casters to shine.
Second, I don’t really like when the world scales with the party. The DM changing the world because the wizard blew all his slots stupidly feels bad. Why even have the choice of spending resources over a long period if everything is just going to scale with us?
Also it kind of sucks when you do get to the big boss and the wizard is tapped out because he’s been real loose with his slots
That’s exactly what fly is for. Level 10 parties aren’t challenged by simple terrain.
Also it’s a game. Your can run yours preplanned or improvised as much as you and your players like.
Switch to an in-universe time length.
‘This spell recharges at the next dawn, as long you have fleemed the scrabinator.’
‘This spell can be recharged by having a really good meal with your closest friends.’
‘To recharge this spell, you must sacrifice a male hare on an alter to your god under the full moon.’
This provides a sub-task that the caster is motivated to reach for, which helps with RP and moving the story along.
This is how most magic works in Unknown Armies, by the way. That game is fantastic and just drips with flavor and insight (2nd edition anyway. I haven’t read 3rd)
If your book mage wants to charge up, he has to go find some rare valuable books and add them to his collection. If the chaos mage wants a charge, she has to start taking some risks. You can do some crazy things with a major charge, but getting one is probably work. Or win Russian roulette if you’re a chaos mage.
In practice it can be difficult with a large group where everyone has their own obsession. It provides good down time options and plot hooks, though.
I’ve had electric magic items that recharge after getting hit by electric damage.