D&D 5E Help: Getting rid of spell slots

Would spell cast DC or mana be a better system?

  • Spell points / mana would be best

    Votes: 17 58.6%
  • Spell cast DC would be the most fun

    Votes: 5 17.2%
  • Spell slots are perfect, you're and idiot and leave it to the pros

    Votes: 7 24.1%

  • Poll closed .

wmcook

Villager
I am looking for a good way to get rid of spell slots. Spell slots have never made much sense to me and I really do not like them and they really do not go along with my classless system. I have been looking for a while and have yet to find something that fits exactly into my criteria. I would prefer a spell cast DC but am also considering spell points or mana.

Goals
System should use a formula and not based off reference charts.

Should be able to use system with others using standard spell system without having a drastic advantage or disadvantage.

Mana System

The thought is you have x amount of magical energy at your disposal to use as you see fit.

The spell point from the DMG is almost acceptable although it violates the first goal. I might use mana pool of ability modifier times your caster level would better fit what I am looking for. Spell cost would be 2x spell level. The DMG points out an issue with higher level spells in a point system. The DMG limits 6th level and above spells to once per long rest but level 20 casters usually get 2-6th, 2-7th, 1-8th, & 1-9th. I picture higher level things as those could be world changing.
Would only limiting 8th & 9th to once a day be enough?
Should it be okay for a caster to blow all their magical power in 5 spells and not limit it to anything but your amount of mana?
After you cast a 8th or 9th level spell should you be able to cast another but gain a level of fatigue?
With the higher spell cost and lower mana I would allow casters to use hit dice to regain mana after a short rest.

Spell casting DC system

The thought is magic is something that you cal always tap into but sometimes you don't get it just right.

Spell casting dc be 10 + spell level. Roll d20 + ability modifier to cast the spell. Need to prevent having to roll dice three times to cast an attack spell. Roll to hit spells could require you to meet the spell cast DC and to hit in the same roll. For example, you roll 16 which meets the DC to cast a level 3 spell but the target had 18 AC. You succeed in casting the spell but miss or it bounces off the target. Or instead spell DC could increase by 5 to hit a hostile target or decrease by 5 for a friendly target but this makes the target AC meaningless when it comes to roll to hit spells which I am not totally against.
Something is needed to prevent spam casting spells out of combat like teleport. Perhaps if you fail the DC to cast a spell by 5,10, or some number you lose the use of that spell till after a short rest.
You could have a pool of d6 equal to your ability modifier to help casting higher spells when needed that replenish after a long rest.

Some of these things could be combined in the system to make it as compatible as possible.

Looking for feedback form people who have played more systems, have used the spell poing system from the DMG, or have ideas on what I am trying to do.
 

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There's a spell point system in the DMG that may work for you.

I made reference to the system in the DMG and the couple issues I have with it. Any thought on the 6th level and above spells being limited to 1 per day for each slot when you would normally get 2,2,1,1?
 

I use spell points. Frankly, the idea of a single magical resource (one pool of magic points) makes more sense to me than parsing that pool out into predetermined numbers of slots per spell level. The limit of one spell per day for spell levels 6+ is (so far as I'm aware) intended to counterbalance the inherent flexibility benefit of going with a pool of points over discrete slots.

That said, there's no reason you can't alter the limit to two spells per day of lvls 6 & 7 and one spell per day of level 8 & 9.
 


There are lots and lots of systems that are classless and don't use spell slots. Why not use one of them?

Why is "don't play D&D" the goto response when people don't like one of its subsystems? Isn't D&D supposed to be a game people can tweak and modify to make it their own?
 

I'm personally fine with Spell Slots, but you could transition over to a spell point system with some ease, convert the spell slot into a point equivalent, and pool everything. Spells cost their level in points..
makes casters with spell slots more powerful since they will be able to cast more higher level spells more often, or alot of little ones.
Not sure what adjustments you'd have to make to prevent overuse of higher spells.
 

Why is "don't play D&D" the goto response when people don't like one of its subsystems? Isn't D&D supposed to be a game people can tweak and modify to make it their own?

It's not the go to response - I'm the only one who has said it. And it's not one subsystem - it's two subsystems and I'd argue class isn't really a subsystem. But regardless, it's a question I'm interested in - I don't see why you'd shoehorn things into DD (or D&D things into other systems) when you want to play something other than D&D.
 

It's not the go to response - I'm the only one who has said it. And it's not one subsystem - it's two subsystems and I'd argue class isn't really a subsystem. But regardless, it's a question I'm interested in - I don't see why you'd shoehorn things into DD (or D&D things into other systems) when you want to play something other than D&D.

I see it a lot.

There's even a thread one poster started so he could ask for alternatives to D&D. He even cites it as one of the reasons he's looking for an alternative.

I've been told by other posters on the forums that "D&D isn't for you."


It just seems to be a knee-jerk reaction when people want to change something, especially if they want to change something with a lot of tradition behind it, as spell slots has.
 

It just seems to be a knee-jerk reaction when people want to change something, especially if they want to change something with a lot of tradition behind it, as spell slots has.

That is something I'm personally not fond of. Especially when the DMG and Unearthed Arcana both go out of their way to give you options.

Now, if someone wants to change a lot of mechanics, I can see the point in suggesting a different game. But that's not what this thread is asking.
 

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