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Houserule Handbooks: Spellpoints $4.99
Publisher: Rogue Genius Games
by Nathan C. [Featured Reviewer] Date Added: 05/31/2013 08:42:25

I am never sure why people defend the Dungeons and Dragons spellslot system the way they do. Most arguments center around tradition. I find history to be a poor reason to keep anything that begs for change. Houserule Handbooks: Spellpoints is the kind of change I like. It is a different take on the spell point system by Super Genius Games.

Why This Book is Iron Houserule Handbooks: Spell Points is a 24 page book that is trying to evolve the spell point variants that litter the landscape. Most spell point systems are the same. Usually there’s an equation of how many spell points you receive, and this equation replaces spell slots. Spell Points gives a little more in depth design work, adding a sub system to prevent players from casting the same spell. This makes for an easy to integrate system that eliminates one of the biggest complaints about spell point systems.

Why This Book is Not Iron The biggest strength is its only weakness. I still found the system too reliant on tracking, as the sub system to prevent overusing spells requires you to track how many times you use each spell to gauge their point total. There were a couple of design ways to get around this that I wish the Dungeon Master would have explored.

The Iron Word A little record keeping has never hurt a D&D player though, and it doesn’t outshine the creative output in Spell Points. This is one of the best (and balanced) systems out if you’re trying to escape the hold of Vancian on D&D.



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Houserule Handbooks: Spellpoints
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