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*Pathfinder & Starfinder
Benefits to the cleric for healing others
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<blockquote data-quote="Hawken" data-source="post: 2894382" data-attributes="member: 23619"><p>Even with the creation of magic items, Wizards and Clerics could still seriously outstrip others if they were granted bonus xp for buffs, etc. During downtime, they could be cranking out hundreds, if not thousands of xp per day for spells cast on others. The xp cost of magic items made would only slightly mitigate this increase and the character in question, over a period of weeks or months in between adventures, could easily rise a level or two above their companions. </p><p></p><p>As for the 2nd edition xp bonus, keep in mind those bonuses were in place at a time when it took hundreds of thousands of xp to advance 1 level after 9th or 10th (I think 375,000 for Wizards). </p><p></p><p>Your idea is not bad, but if you're wanting to fix the xp cost of items concentrate on that. Maybe give the spellcasters a pool of "crafting" points that they can spend to create magic items and anything over that amount would then come out of their personal XP. I think the Eberron setting has a system like this in place. Or just eliminate the XP cost and instead give the players a limited amount of time for crafting items. Tell them, "Ok, before we move on, you've got enough time to whip up 10 potions or scrolls and 4 or less items, depending on their power." (the more powerful the item being made, the longer it takes, leaving less time for other items). This could force them to choose between something like the +3 Silent Moves leather armor for the rogue or a girdle of giant strength for the warrior. Whatever.</p><p></p><p>If you want to encourage healing, maybe do something like allowing the spell to heal 1hp per level of spell on the cleric as well as the healing power passes through him and into the subject. This could result in more hp for the cleric over their maximum with extra hp fading at a rate of 1 per 10 min or so. That, I think, would be sufficient to encourage more active healing. You could do the same for buffing too. If the cleric or wizard casts bull strength, the subject gets the spell normally and the caster gets 1 point to his strength (or whatever ability is increased) as well and for the same time. It provides a positive reason with a temporary bonus that doesn't overpower.</p></blockquote><p></p>
[QUOTE="Hawken, post: 2894382, member: 23619"] Even with the creation of magic items, Wizards and Clerics could still seriously outstrip others if they were granted bonus xp for buffs, etc. During downtime, they could be cranking out hundreds, if not thousands of xp per day for spells cast on others. The xp cost of magic items made would only slightly mitigate this increase and the character in question, over a period of weeks or months in between adventures, could easily rise a level or two above their companions. As for the 2nd edition xp bonus, keep in mind those bonuses were in place at a time when it took hundreds of thousands of xp to advance 1 level after 9th or 10th (I think 375,000 for Wizards). Your idea is not bad, but if you're wanting to fix the xp cost of items concentrate on that. Maybe give the spellcasters a pool of "crafting" points that they can spend to create magic items and anything over that amount would then come out of their personal XP. I think the Eberron setting has a system like this in place. Or just eliminate the XP cost and instead give the players a limited amount of time for crafting items. Tell them, "Ok, before we move on, you've got enough time to whip up 10 potions or scrolls and 4 or less items, depending on their power." (the more powerful the item being made, the longer it takes, leaving less time for other items). This could force them to choose between something like the +3 Silent Moves leather armor for the rogue or a girdle of giant strength for the warrior. Whatever. If you want to encourage healing, maybe do something like allowing the spell to heal 1hp per level of spell on the cleric as well as the healing power passes through him and into the subject. This could result in more hp for the cleric over their maximum with extra hp fading at a rate of 1 per 10 min or so. That, I think, would be sufficient to encourage more active healing. You could do the same for buffing too. If the cleric or wizard casts bull strength, the subject gets the spell normally and the caster gets 1 point to his strength (or whatever ability is increased) as well and for the same time. It provides a positive reason with a temporary bonus that doesn't overpower. [/QUOTE]
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Benefits to the cleric for healing others
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