This variant of the spell point system does not change the way a character prepares spells, casts spells, regains spell points, or any of the other rules from that system. The Dungeon Master’s Guide attempts to come to the rescue (p.252), and while it does introduce some fun “chase complications”, it forgets to give us any mechanics to determine the chase’s outcome, other than a) waiting for one side to drop dead of exhaustion or b) having the quarry make a successful Stealth contest to hide, and thereby escape. It would have a different feel than either core PHB or the DMG spell point variant.
He wants casters to go back to quarterstaves and such if they don't want to spend points. That's the safety value being removed I was talking about. Which is the primary method characters use to extend their spells. A fifth level wizard using the spell point system has 27 spell points in his pool. A spell costs between 2 and 13 spell points to cast depending on its level: 2 for a 1st level spells, 3 for a second, and 5 for a third. The spell point system replaces spell slots with a pool of spell points.
He spends a spell slot to cast a spell of the same level.