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*Pathfinder & Starfinder
The double standard for magical and mundane abilities
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<blockquote data-quote="tomBitonti" data-source="post: 6354102" data-attributes="member: 13107"><p>Hi,</p><p></p><p>Spells <em>had better</em> have limited uses, to counter the extra reliability. If the system doesn't practically limit the count of uses, that is a problem, and is a place where the system breaks down. I've seen this with invocations and breath effects (Summoning invocation, or the Dragon Magic slow breath effect).</p><p></p><p>Also, <em>reliable</em> needs to be looked at more carefully: The entire chain of tests must be looked at to determine whether a spell (or other effect) is truly reliable. Say, from 3.5E: Concentration; roll-to-hit or overcome-saving-throw; magic resistance, or augmented saves (Evasion, Mettle), or various resistances. Magic isn't nearly as reliable as it was presented.</p><p></p><p>(3.5E does have a problem in that Concentration is badly tuned, becoming a non-limiting feature after only a few levels.)</p><p></p><p>(There is still the potential issue of whether all of these features balance the outcomes: Unless carefully tuned, the outcomes will be unsatisfying at best, and just plain broken at worst. A potentially severe problem area, but a different problem area.)</p><p></p><p>There are rules variants which add failure chances. However, these are typically unused. For example, the failure chance for wearing armor. To reach next door: Overchanneling (from Psionics) seems to add the failure chance. I do think the armor system is very minimally integrated, with a great loss of interesting options to the game system. After all, wwhat arcane caster ever accepts the failure chance; and what arcane casters, except for limited specialists, even come close to learning how to wear armor?)</p><p></p><p>There are lots of variant magical systems (e.g., Chaos Magic) which add failure chances.</p><p></p><p>I do find it curious that other game systems (Rolemaster, WFRP, maybe Arcana Unearthed) have failure mechanics. You could add this to D&D, but, the other mechanics would need to be adjusted to balance the outcomes.</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 6354102, member: 13107"] Hi, Spells [i]had better[/i] have limited uses, to counter the extra reliability. If the system doesn't practically limit the count of uses, that is a problem, and is a place where the system breaks down. I've seen this with invocations and breath effects (Summoning invocation, or the Dragon Magic slow breath effect). Also, [i]reliable[/i] needs to be looked at more carefully: The entire chain of tests must be looked at to determine whether a spell (or other effect) is truly reliable. Say, from 3.5E: Concentration; roll-to-hit or overcome-saving-throw; magic resistance, or augmented saves (Evasion, Mettle), or various resistances. Magic isn't nearly as reliable as it was presented. (3.5E does have a problem in that Concentration is badly tuned, becoming a non-limiting feature after only a few levels.) (There is still the potential issue of whether all of these features balance the outcomes: Unless carefully tuned, the outcomes will be unsatisfying at best, and just plain broken at worst. A potentially severe problem area, but a different problem area.) There are rules variants which add failure chances. However, these are typically unused. For example, the failure chance for wearing armor. To reach next door: Overchanneling (from Psionics) seems to add the failure chance. I do think the armor system is very minimally integrated, with a great loss of interesting options to the game system. After all, wwhat arcane caster ever accepts the failure chance; and what arcane casters, except for limited specialists, even come close to learning how to wear armor?) There are lots of variant magical systems (e.g., Chaos Magic) which add failure chances. I do find it curious that other game systems (Rolemaster, WFRP, maybe Arcana Unearthed) have failure mechanics. You could add this to D&D, but, the other mechanics would need to be adjusted to balance the outcomes. Thx! TomB [/QUOTE]
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The double standard for magical and mundane abilities
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