As I am used to having a spell point system and am finally shifting my game to full PF, I started looking for the ideas of others, pilfering the best concepts for ideas and then systems to achieve what I've wanted for nigh four decades.
With a name like Asparagus Jumpsuit, I had initial misgivings, but I've wound up buying several of their pdfs over time, so I was hopeful when I saw this title. I was not disappointed with what I got.
At only 12 pages, the Spellpoint Codex, I expected tight rules, but was stunned that virtually everything fit on a single page! Yes, one page! There's a too-useful cheat sheet on Metamagics that is almost worth it by itself (I printed out a couple for use in our game and that were helped me a lot, but really helped the party Wizard. There are seven pages of charts that are effectively redundant, a you're told the How of doing your own. They are helpful though and a happy and professional touch. A cover page, a title page and one for the boiler plate are the only waste material.
In terms of play, the Wizard loved the versatility of the class freeing her from prepared casting's greatest burden, something two other players of Wizards (other GMs) loved. Two real downsides were pointed out, but neither came up, well not really:
1) Spamming Spells: Detect Magic was expected to be heavily used, but she wound up being the party archer with MM. A single spell dealing 4 'arrows' with no chance to miss could have resulted in a lot of pain, but she only had one 'second round' all night. If her hubby were playing the Wizard, he would have exploited that flaw.
2) Scaling Spells: In the above example, the Wizard was casting a 1 pt spell at a level 8 damage grade. In my previous game's incarnation, we ran spells at the level they can be initially cast, costing more for greater effects. This system suffers the same weakness.
So, I'm dissing the system? Not really, just pointing out pot holes for others to watch for. This is a massive increase in roleplay opportunity as it allows a player's imagination freedom. The biggest logical fallacy torpedoed is the nonsense of 'forgetting' a spell upon casting it. Yes, I am one of 'those' guys!
Simple? Yes! Our mechanics shy Wizard had the system down by the first encounter and the rest of the player by game end.
Flexible? Very, no more agonizing choices pre-game and recriminations by other players kibitzing post-game. Anything that defuses turmoil over play is a good thing.
Tracking Spell Points? She solved with a graph sheet with one per box, 'Xing" off the requisite points as she went.
Game Flow? We lost more time as people commented about the system. And we dodged the 'why didn't you take X spell' nonsense that plagues our version of Monday Morning Quarterbacks.
I was not truly happy with this product, but the speed of play and happiness at the 24 hour diner after are not to be discounted. The tight rules are inspirational, the 7 pages of charts are very helpful and the Metamagic feat list is just too helpful. All in all, the players loved this and that is always a good thing.