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Martials > Casters
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<blockquote data-quote="CapnZapp" data-source="post: 7948928" data-attributes="member: 12731"><p>The basic answer is 1.</p><p></p><p>Creatures have three actions each round. One action is enough for a move or a swing of a sword. Nearly all spells cost two actions to cast.</p><p></p><p>There are exceptions, but, like nearly everything else in Pathfinder 2, they are more reined in than someone coming from 3E or 5E would expect. For example, in those games you would think "yeah, sure, but as soon as I get my hands on quickened casting, I can forget about that restriction". Pathfinder 2 is a game designed by people I clearly think were sick and tired of all the myriad ways to shirk restrictions in Pathfinder 1, so while most of the things you could do in 3E or 5E are still present, they are invariably locked down, given additional restrictions, brought up to higher levels, and so on... to create a game where your actions defines you, not your build. Which is a nice way of saying "you can't meaningfully gain or lose power by making character build choices". There are no obvious power-ups, like how Quickened Casting was a given - and massive - upgrade in both 3E and 5E, though obviously implemented in quite different ways.</p><p></p><p>Thus Quickened Casting reduces the casting time of a spell to one action (which is as great as you'd think) but the spell must be two levels lower than your maximum spell level and you can only do it once a day. Effectively, the ability to "quickened" is retained (so that people can't complain it isn't there) while still not meaningfully upgrading the caster.</p><p></p><p>(You do gain additional "game-breaking" abilities at the very top levels, like a level 10 spell at level 19 and a capstone feat at level 20)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7948928, member: 12731"] The basic answer is 1. Creatures have three actions each round. One action is enough for a move or a swing of a sword. Nearly all spells cost two actions to cast. There are exceptions, but, like nearly everything else in Pathfinder 2, they are more reined in than someone coming from 3E or 5E would expect. For example, in those games you would think "yeah, sure, but as soon as I get my hands on quickened casting, I can forget about that restriction". Pathfinder 2 is a game designed by people I clearly think were sick and tired of all the myriad ways to shirk restrictions in Pathfinder 1, so while most of the things you could do in 3E or 5E are still present, they are invariably locked down, given additional restrictions, brought up to higher levels, and so on... to create a game where your actions defines you, not your build. Which is a nice way of saying "you can't meaningfully gain or lose power by making character build choices". There are no obvious power-ups, like how Quickened Casting was a given - and massive - upgrade in both 3E and 5E, though obviously implemented in quite different ways. Thus Quickened Casting reduces the casting time of a spell to one action (which is as great as you'd think) but the spell must be two levels lower than your maximum spell level and you can only do it once a day. Effectively, the ability to "quickened" is retained (so that people can't complain it isn't there) while still not meaningfully upgrading the caster. (You do gain additional "game-breaking" abilities at the very top levels, like a level 10 spell at level 19 and a capstone feat at level 20) [/QUOTE]
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