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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A new spell system: a "token" based wizard
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<blockquote data-quote="Cheiromancer" data-source="post: 2670859" data-attributes="member: 141"><p>It's nice to say that you want to give options to GMs, but a GM relies on a game designer to reduce the number of options to a manageable number. This is especially true when tweaking an option has unpredictable ripple effects throughout the game. Game designers have to keep those ripples under control.</p><p></p><p>I've just ordered Elements of Magic: Mystic Earth which I understand has its own take on magic. I gather that low level cure spells can be used indefinitely, but high level spells are liable to cause cumulative penalties to the caster that can be removed only by rest.</p><p></p><p>My suggestion is that you allow infinite curing of small amounts of damage at mid to high levels. Sure it will allow parties to recover completely from combats, given time to rest, but that is what currently happens when plentiful wands of cure light wounds are available. People who want to play a grim n gritty campaign where curing is scarce shouldn't be using token casters.</p><p></p><p>At mid to high levels the most important kind of curing is the kind that occurs in combat. Mass Heals and the like. That is something that the limited size of the token pool can handle well.</p><p></p><p>Here's a suggestion that limits cures (including spells that raise the dead, remove blindness or disease, curses, and so on): have the default option be that they expend tokens. If you use all your tokens on cures, they can be recovered only by 8 hours rest. But have a mechanism whereby some low level cures can become "signature spells" - these tokens will recover in a few minutes like most tokens do. That allows a caster to cast <em>cure light wounds</em> at will at higher levels, and maybe <em>cure disease</em> as well. But they won't be casting <em>heal</em> dozens of times a day until they hit epic levels.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 2670859, member: 141"] It's nice to say that you want to give options to GMs, but a GM relies on a game designer to reduce the number of options to a manageable number. This is especially true when tweaking an option has unpredictable ripple effects throughout the game. Game designers have to keep those ripples under control. I've just ordered Elements of Magic: Mystic Earth which I understand has its own take on magic. I gather that low level cure spells can be used indefinitely, but high level spells are liable to cause cumulative penalties to the caster that can be removed only by rest. My suggestion is that you allow infinite curing of small amounts of damage at mid to high levels. Sure it will allow parties to recover completely from combats, given time to rest, but that is what currently happens when plentiful wands of cure light wounds are available. People who want to play a grim n gritty campaign where curing is scarce shouldn't be using token casters. At mid to high levels the most important kind of curing is the kind that occurs in combat. Mass Heals and the like. That is something that the limited size of the token pool can handle well. Here's a suggestion that limits cures (including spells that raise the dead, remove blindness or disease, curses, and so on): have the default option be that they expend tokens. If you use all your tokens on cures, they can be recovered only by 8 hours rest. But have a mechanism whereby some low level cures can become "signature spells" - these tokens will recover in a few minutes like most tokens do. That allows a caster to cast [I]cure light wounds[/I] at will at higher levels, and maybe [i]cure disease[/i] as well. But they won't be casting [i]heal[/i] dozens of times a day until they hit epic levels. [/QUOTE]
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A new spell system: a "token" based wizard
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