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General Tabletop Discussion
*Pathfinder & Starfinder
Agreeing to Bad Ideas
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<blockquote data-quote="Celebrim" data-source="post: 6947752" data-attributes="member: 4937"><p>So, thinking about this more, if I were you I'd do the following.</p><p></p><p>1) Go back to the player and say that while you are still OK with his idea, you think that as a practical matter the mechanics you've offered are just too strong. What you will offer him is still too strong, but at least it will be more balanced.</p><p></p><p>2) Require him to take a custom Trait 'Improvisational Caster' (as a feat only available at first level) to gain access to the ability he wants. Basis his class on the Wizard, not the Sorcerer so that he isn't getting the advantage of a massive amount of spell slots as well as full flexibility. Alternatively, use a Sorcerer's progression (3rd level spells at 6th), but decrease maximum spell slots by 2 to match the wizard, effectively creating a subclass.</p><p></p><p>3) Increase the DC to 12 + 3 * Spell Level to successfully improvise a spell. Tell him he can ONLY improvise spells, so every spell will have some small chance of failure. Alternately, if he wants to be able to cast spells from his spell slots normally and spontaneously improvise spells, increase the DC to 16 + 3 * Spell Level.</p><p></p><p>4) Whenever a spell fails, he has to make a DC 10 wisdom check (straight up) or else the spell misfires (as a failed Use Magic Device check, but feel free to improvise these misfires through whatever method you like).</p><p></p><p>5) Avoid having skill boosting magic items in your game, or if you do have them, make them cost 10 or 20 times as much and cap the bonuses as +5.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6947752, member: 4937"] So, thinking about this more, if I were you I'd do the following. 1) Go back to the player and say that while you are still OK with his idea, you think that as a practical matter the mechanics you've offered are just too strong. What you will offer him is still too strong, but at least it will be more balanced. 2) Require him to take a custom Trait 'Improvisational Caster' (as a feat only available at first level) to gain access to the ability he wants. Basis his class on the Wizard, not the Sorcerer so that he isn't getting the advantage of a massive amount of spell slots as well as full flexibility. Alternatively, use a Sorcerer's progression (3rd level spells at 6th), but decrease maximum spell slots by 2 to match the wizard, effectively creating a subclass. 3) Increase the DC to 12 + 3 * Spell Level to successfully improvise a spell. Tell him he can ONLY improvise spells, so every spell will have some small chance of failure. Alternately, if he wants to be able to cast spells from his spell slots normally and spontaneously improvise spells, increase the DC to 16 + 3 * Spell Level. 4) Whenever a spell fails, he has to make a DC 10 wisdom check (straight up) or else the spell misfires (as a failed Use Magic Device check, but feel free to improvise these misfires through whatever method you like). 5) Avoid having skill boosting magic items in your game, or if you do have them, make them cost 10 or 20 times as much and cap the bonuses as +5. [/QUOTE]
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