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*Pathfinder & Starfinder
Blurring the lines between spells and rituals
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<blockquote data-quote="Zustiur" data-source="post: 5966593" data-attributes="member: 1544"><p>Wow, despite working with the same idea, you and I are on extremely different tracks. While I think it would be awesome to enable use of the sleep spells as per Snow White or Sleeping Beauty, that was not my goal. I'm actually looking into this idea as a way of improving balance between the classes.</p><p></p><p>One of the often commented differences between fighters and wizards is that fighters can do their thing all day while wizards peak early and then stop being useful. Another point is that wizard PCs often forgo utility spells to take that extra fireball or magic missile. </p><p></p><p>My system should help to alleviate that by allowing wizards to provide meaningful help during the 'exploration' phase of the game, without reducing their effectiveness in combat. At the same time, I'm not separating spells into different categories, because a vast percentage of spells can be used in either situation if thought about in the right way.</p><p></p><p>While I do appreciate the desire to have spells scaling from 0th to 9th level whilst being the same spell, that runs the risk of killing too many sacred cows for my liking. Having to wait until 5th level before you get fireball is part of being a DnD wizard to my mind. Being able to cast a mini fireball at level 1 wouldn't feel right to me. I could happily shift the level of fireball, but I don't want to create 9 or 10 different versions.</p><p></p><p>I think having rituals as a more powerful form of the spell would bring up a whole truck load of balance issues. Look at the usual complaint about knock making rogues useless, then imagine a more powerful version. I'm not saying your idea is bad, or that it would be impossible to balance, just that it's not where I was heading.</p><p></p><p>No, my goal is quite the opposite. Leave the power of individual spells alone, but change the way they are accessed. Some may need their levels altered (this is true of any edition revision), but the premise here is to reduce the number of 'spells per day' that the wizard can throw out in combat, while not reducing their abilities outside of combat. It's designed to leave the utility spells in the game, while giving some of the glory back to the rogue.</p><p></p><p>This system leaves room for other rituals to remain in the game. Say there are some spells that go 'beyond levels'. Spells which you simply can't master because they're just too big. These are exactly the sorts of spells that evil/mad wizards try to cast that the party must stop. These are the sorts of spells that can save the kingdom, if only the party can keep the king's wizard safe for long enough. etc. Those ritual spells wouldn't appear in the book as spells at all. They're pure story elements, but now they make more sense in the context of how magic works in general. </p><p></p><p>I don't have a problem with a few spells becoming 'ritual only' (I referred to Raise Dead this way earlier) but it shouldn't be anywhere near the divide that 4E introduced.</p></blockquote><p></p>
[QUOTE="Zustiur, post: 5966593, member: 1544"] Wow, despite working with the same idea, you and I are on extremely different tracks. While I think it would be awesome to enable use of the sleep spells as per Snow White or Sleeping Beauty, that was not my goal. I'm actually looking into this idea as a way of improving balance between the classes. One of the often commented differences between fighters and wizards is that fighters can do their thing all day while wizards peak early and then stop being useful. Another point is that wizard PCs often forgo utility spells to take that extra fireball or magic missile. My system should help to alleviate that by allowing wizards to provide meaningful help during the 'exploration' phase of the game, without reducing their effectiveness in combat. At the same time, I'm not separating spells into different categories, because a vast percentage of spells can be used in either situation if thought about in the right way. While I do appreciate the desire to have spells scaling from 0th to 9th level whilst being the same spell, that runs the risk of killing too many sacred cows for my liking. Having to wait until 5th level before you get fireball is part of being a DnD wizard to my mind. Being able to cast a mini fireball at level 1 wouldn't feel right to me. I could happily shift the level of fireball, but I don't want to create 9 or 10 different versions. I think having rituals as a more powerful form of the spell would bring up a whole truck load of balance issues. Look at the usual complaint about knock making rogues useless, then imagine a more powerful version. I'm not saying your idea is bad, or that it would be impossible to balance, just that it's not where I was heading. No, my goal is quite the opposite. Leave the power of individual spells alone, but change the way they are accessed. Some may need their levels altered (this is true of any edition revision), but the premise here is to reduce the number of 'spells per day' that the wizard can throw out in combat, while not reducing their abilities outside of combat. It's designed to leave the utility spells in the game, while giving some of the glory back to the rogue. This system leaves room for other rituals to remain in the game. Say there are some spells that go 'beyond levels'. Spells which you simply can't master because they're just too big. These are exactly the sorts of spells that evil/mad wizards try to cast that the party must stop. These are the sorts of spells that can save the kingdom, if only the party can keep the king's wizard safe for long enough. etc. Those ritual spells wouldn't appear in the book as spells at all. They're pure story elements, but now they make more sense in the context of how magic works in general. I don't have a problem with a few spells becoming 'ritual only' (I referred to Raise Dead this way earlier) but it shouldn't be anywhere near the divide that 4E introduced. [/QUOTE]
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