I'm playing D&D 5e. PHB (Chapter 10: Spellcasting) states that (emphasis mine):
Regardless of how many spells a caster knows or prepares, he or she
can cast only a limited number of spells before resting. Manipulating
the fabric of magic and channeling its energy into even a simple spell
is physically and mentally taxing, and higher-level spells are even
more so. Thus, each spellcasting class's description (except that of
the warlock) includes a table showing how many spell slots of each
spell level a character can use at each character level.
I want to emphasize this aspect in my homebrew world so I have come up with the following house rule:
Inner Reserves: A spellcaster can exceed the number of spell slots normally allocated to her at the expense of getting fatigued.
When a spellcaster runs out of spell slots she can access her inner
reserves and push her physical and mental abilities to their limits.
Doing so, allows her to cast a spell but gain an exhaustion level
equal to the level of the spell she cast. For example, if the
spellcaster casts a Level-2 spell she will gain two levels of
exhaustion.The exhaustion takes effect at the end of the spellcaster's turn.
Reasoning
I would like to use this house rule for several reasons:
- Fair Exchange: In my eyes, this is a fair exchange. Gaining one level of exhaustion will most likely not make a difference in a battle but that is also the case for a Level-1 spell. On the contrary, when gaining two levels of exhaustion or more, the PC becomes extremely vulnerable. So this is a high-risk high-reward scenario. If you are about to exhaust yourself you better make sure that you will win the fight.
- Dramatic Effect: I think it goes without saying that such a mechanism can lead to some very dramatic moments. I can imagine several scenarios where a spellcaster exhausts herself to heal the group or cast one last fireball that ultimately saves the day.
Potential Problems
An immediate problem I identify is that this rule allows all classes to cast 5 more Level-1 spells (or less at higher levels). This may break some classes that are designed to cast very few spells per day (e.g., Warlock, Paladin). On the other hand, I feel that this imbalance is mitigated by the severe consequences of high exhaustion levels. I.e., I don't think that it's viable to abuse this mechanism.
Questions
- Will this house rule completely break the game?
- Which classes are going to be affected the most?
- Are there any other unforeseen consequences introduced by this rule? (i.e., unrelated to classes)
Finally, if this rule does not completely break the game, I would ideally like to read about how you'd improve it, but I feel that this may push rpg.stackexhange.com
's rules a bit, so feel free to omit this part.
EDIT: @encryptor's answer includes some excellent points. I have edited the rule's description to address some of them.
Best Answer
This will not "break" the game; for now
There is no way such a rule "completely breaks the game", until the party finds a reliable method of removing exhaustion. After that, spellcasters become over-efficient. Using Potion of Vitality in sufficient quantities can be such a method:
The rule effectively gives extra spell slots, thus makes the game a bit easier. DMG suggests even more serious changes which affect spellcasting, like 1-hour long rests.
This will definitely change your game though, especially for lower levels. It will become more useless as the spellcasters progress, but in the end such a house rule — changes in the game mechanics for couple of heroic moments — is unnecessary.
For the reasoning you've made a ruling will be enough
Rules have costs. When you implement a new rule, you have to work it out, you have to write it down and edit it for clarify, you have to present it to the table and ensure everyone’s understanding of the rule, and then you have to devote game time to enforcing it.
To achieve this, you don't need a house rule. Make a ruling. When the moment comes, tell the player "on the last leg, you can cast an additional spell for two level of exhaustion; will you do that?" This decision have a couple of advantages:
On the other hand, a specific house rule has to be universal and error-proof, thus requiring much more attention and effort from the players and DM alike. This particular rule has a few problems:
Don't change game mechanics, introduce a homebrew trait instead
Here's a mild version of the rule I want to suggest:
It should be a feat, or a racial trait, which players are able to choose.