You have 32 spell / power / martial / whatever points. You add your relevant stat mod to that pool. There may be a feat with an ability named “The Ultimate Answer” that boosts your base to 42, but otherwise that’s it. This number does not change as you level.
You prepare spells like a wizard of your level, or like a specialist if you want to go that route. Prepared spells do not correspond to the number of spells you can cast in a day; they are only the effects that you could cast during the day with your available points. It still takes you an hour to prepare your spells, but after that you have them prepared until you feel like preparing something else.
Ok, here’s where things get different. Since I'm not scaling the size of the pool, I’m going to scale the cost of the spells as you level.
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Char Cost to Cast a Spell of Level X
Level 0 1 2 3 4 5 6 7 8 9
1 4 8
2 3 6
3 2 4 8
4 2 3 6
5 1 2 4 8
6 1 2 3 6
7 0 1 2 4 8
8 0 1 2 3 6
9 0* 0 1 2 4 8
10 0* 0 1 2 3 6
11 0* 0* 0 1 2 4 8
12 0* 0* 0 1 2 3 6
etc...
At this point I’ve got a couple of options. I’m actually pretty tempted to make spells themselves not scale at all, locking them at a CL = (2x spell level +2) effect, so that instead of paying the same cost for a slightly scaling benefit as you level like the old system, you pay less and less cost for exactly the same benefit. It helps justify the costs of higher level spells when the rules enforce different scales of spell effects, so while you could get more done with 2 castings of a lower level spell for the same cost, it would also take you twice as long. The choice between casting fewer good things or more ok things works to keep the tactical choices real, and removes the incentive to just auto-cast your big multi-purpose thing.
I could also auto-scale spell DC and make it more like an SLA, tying it to ½ CL instead of spell level, and rely on crappy effect instead of crappy saves to keep people casting their level appropriate stuff. I’m sorta inclined to do this as a way to keep the more vs. faster choice as the primary tactical concern.
I’m not totally sold on this setup, and wouldn’t be surprised if there were huge gaping issues with it. I think this gets around a couple of the old problems though. The old linear power growth is not how the game is setup, and linear costs for exponential effects do not work. Exponential costs do work, but involve subtracting larger and larger numbers, and people are bad at that. But exponentially decreasing costs from a small fixed pool for specific effects might be enough to get around those issues. It also addresses the auto-spam issues somewhat by providing the option to change your lineup, and by making the greater total effect gained by actually casting more of the lower level stuff, as long as you’ve got the time to spare for it.
I look forward to finding out where this is broken
