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*Pathfinder & Starfinder
Altering the shaman for a low magic OA game
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<blockquote data-quote="Mike Sullivan" data-source="post: 825820" data-attributes="member: 9824"><p>And that's fine, of course. If magic is considered a bit untrustworthy, that makes using it for impressive purposes a double-edged sword.</p><p></p><p></p><p></p><p>Well, look at it this way: You aren't really knocking down the character's maximum power, you're nerfing his versatility. After all, nothing says that a Shaman has to cast any healing spells in the course of his entire career.</p><p></p><p>But most Shamans have the <em>opportunity</em> to do so. You're lowering that opportunity, and, in return, giving him a different opportunity -- that of being an intimidating figure when he wants to. Hell, codify it, if you want! Write up some circumstance bonuses to Intimidate checks based on using spells, and make those bonuses pretty studly.</p><p></p><p>Thinking more on your proposed changes, it strikes me that you aren't going to get exactly what you want out of them -- or maybe you won't get what I wrongly think you want. It seems to me that you want magical healing to be something of a special occaision &#150 something that your Shaman might dramatically do to save his best friend, something people would react to with awe.</p><p></p><p>But you're also planning on laying the party up for days with injuries, and using the heal skill and natural healing. I suspect that the party's going to quickly start saying things like, "Hey, Dave, why don't you prepare only <em>Orison</em> in your 2nd level slots today? Sure, it's a terrible spell, but we're just going to be sitting here waiting to heal, so you might as well push things along as fast as you can..."</p><p></p><p>So there will be a fairly large amount of magical healing, it'll just be kind of ineffective.</p><p></p><p>If you want magical healing to be rare and dramatic, you might want to do something like keep the <em>Cure</em> spells as they're currently written, but put a cost into them -- monetary (for material components of some kind -- yes, I know that divine casters don't usually use material components), XP, temporary-but-long-term stat drain, something like that.</p></blockquote><p></p>
[QUOTE="Mike Sullivan, post: 825820, member: 9824"] And that's fine, of course. If magic is considered a bit untrustworthy, that makes using it for impressive purposes a double-edged sword. Well, look at it this way: You aren't really knocking down the character's maximum power, you're nerfing his versatility. After all, nothing says that a Shaman has to cast any healing spells in the course of his entire career. But most Shamans have the [i]opportunity[/i] to do so. You're lowering that opportunity, and, in return, giving him a different opportunity -- that of being an intimidating figure when he wants to. Hell, codify it, if you want! Write up some circumstance bonuses to Intimidate checks based on using spells, and make those bonuses pretty studly. Thinking more on your proposed changes, it strikes me that you aren't going to get exactly what you want out of them -- or maybe you won't get what I wrongly think you want. It seems to me that you want magical healing to be something of a special occaision – something that your Shaman might dramatically do to save his best friend, something people would react to with awe. But you're also planning on laying the party up for days with injuries, and using the heal skill and natural healing. I suspect that the party's going to quickly start saying things like, "Hey, Dave, why don't you prepare only [i]Orison[/i] in your 2nd level slots today? Sure, it's a terrible spell, but we're just going to be sitting here waiting to heal, so you might as well push things along as fast as you can..." So there will be a fairly large amount of magical healing, it'll just be kind of ineffective. If you want magical healing to be rare and dramatic, you might want to do something like keep the [i]Cure[/i] spells as they're currently written, but put a cost into them -- monetary (for material components of some kind -- yes, I know that divine casters don't usually use material components), XP, temporary-but-long-term stat drain, something like that. [/QUOTE]
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Altering the shaman for a low magic OA game
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