<grumble, grumble> Lazy players just want to create a 'save point' before EVERY dang encounter and never be at anything less than full power... <grumble, grumble> :-D (Yeah, probably off the mark but I'm feeling curmudgeonly today.)
I'd be inclined to just politely acknowledge that the rules are imperfect but they do have an attempt at balance in them and tell the player 'Sorry, but no'. <shrug> There can be hard 'noes' in the game. Rare, but they do exist.
Funny that they are advocating for these things for the class THEY want to play... ;) You could also throw out that if the PCs have access to these potions, or whatever resolution occurs, that NPCs/Monsters have access as well...
I agree with most everyone who has responded. I'm going to say no.
One reply did mention their spell slot potion idea, and I like it. I'm just not sure I want to implement it in this particular campaign. Maybe in the future. I think it's an ok idea, but I am not sure it feels balanced. I just need to think on it a bit.
Frankly, I don't think it's possible for you to break anything any more than it already is.
I would agree with you there. That's why I'm hesitant to change the rules as written, unless I've given it a lot of thought first.
Not sure I agree about things being already broken. Been DMing a campaign for nearly 2 years now, with a cleric, warlock, and artificer/paladin in the party. They regularly find themselves having to ration their spell slots to optimise their effectiveness, and have run out several times. It adds to the game. However, there is a feel-bad sort of scenario with their spell slots running out, so I introduced Overcasting, which is a >Very< risky way of using spell slots you have already expended to cast more spells. I liked the idea of giving them the option, but not making it easy for them. Side effects can include all sorts, including the spell fizzling out, you falling unconscious, you casting a different spell (and getting very hurt if the spell is higher level), or you becoming locked in, and having to keep casting that spell until you can break free. It works on instability points, so it's not just that one time - until you lose the instability, you roll every time you cast a spell. It's not a light option to choose.
However, the key thing here, to me, is that they haven't played their character yet - and they already decided that they don't like their abilities and the limits thereof. If they don't like a spell caster, they should play something else! The spell slots seem pretty right to me.
Having a spell slot potion is not a terrible idea - but it's something for you, the DM, to introduce, not the players. If I were you, I would have this item for sale at a market, but it's a hustle - the potion is just ink and water. The scam artists of the world know what spellcasters want, after all!
Not sure I agree about things being already broken. Been DMing a campaign for nearly 2 years now, with a cleric, warlock, and artificer/paladin in the party. They regularly find themselves having to ration their spell slots to optimise their effectiveness, and have run out several times. It adds to the game. However, there is a feel-bad sort of scenario with their spell slots running out, so I introduced Overcasting, which is a >Very< risky way of using spell slots you have already expended to cast more spells. I liked the idea of giving them the option, but not making it easy for them. Side effects can include all sorts, including the spell fizzling out, you falling unconscious, you casting a different spell (and getting very hurt if the spell is higher level), or you becoming locked in, and having to keep casting that spell until you can break free. It works on instability points, so it's not just that one time - until you lose the instability, you roll every time you cast a spell. It's not a light option to choose.
However, the key thing here, to me, is that they haven't played their character yet - and they already decided that they don't like their abilities and the limits thereof. If they don't like a spell caster, they should play something else! The spell slots seem pretty right to me.
Having a spell slot potion is not a terrible idea - but it's something for you, the DM, to introduce, not the players. If I were you, I would have this item for sale at a market, but it's a hustle - the potion is just ink and water. The scam artists of the world know what spellcasters want, after all!
you could allow them to burn hit points to convert into spell slots
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<grumble, grumble> Lazy players just want to create a 'save point' before EVERY dang encounter and never be at anything less than full power... <grumble, grumble> :-D (Yeah, probably off the mark but I'm feeling curmudgeonly today.)
I'd be inclined to just politely acknowledge that the rules are imperfect but they do have an attempt at balance in them and tell the player 'Sorry, but no'. <shrug> There can be hard 'noes' in the game. Rare, but they do exist.
Funny that they are advocating for these things for the class THEY want to play... ;) You could also throw out that if the PCs have access to these potions, or whatever resolution occurs, that NPCs/Monsters have access as well...
I would agree with you there. That's why I'm hesitant to change the rules as written, unless I've given it a lot of thought first.
Not sure I agree about things being already broken. Been DMing a campaign for nearly 2 years now, with a cleric, warlock, and artificer/paladin in the party. They regularly find themselves having to ration their spell slots to optimise their effectiveness, and have run out several times. It adds to the game. However, there is a feel-bad sort of scenario with their spell slots running out, so I introduced Overcasting, which is a >Very< risky way of using spell slots you have already expended to cast more spells. I liked the idea of giving them the option, but not making it easy for them. Side effects can include all sorts, including the spell fizzling out, you falling unconscious, you casting a different spell (and getting very hurt if the spell is higher level), or you becoming locked in, and having to keep casting that spell until you can break free. It works on instability points, so it's not just that one time - until you lose the instability, you roll every time you cast a spell. It's not a light option to choose.
However, the key thing here, to me, is that they haven't played their character yet - and they already decided that they don't like their abilities and the limits thereof. If they don't like a spell caster, they should play something else! The spell slots seem pretty right to me.
Having a spell slot potion is not a terrible idea - but it's something for you, the DM, to introduce, not the players. If I were you, I would have this item for sale at a market, but it's a hustle - the potion is just ink and water. The scam artists of the world know what spellcasters want, after all!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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you could allow them to burn hit points to convert into spell slots
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!