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General Tabletop Discussion
*Pathfinder & Starfinder
Carrying capacity: The ruling currency?
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<blockquote data-quote="Argyle King" data-source="post: 6077996" data-attributes="member: 58416"><p>I agree with that in theory, but in actual play my experiences have been different. Back when I played 3rd Edition as my primary game, I often found that I had a lot of flexibility and there were far more times when the party wizard (one of my friends nearly always plays wizards) didn't have enough of a spell to get through a particular encounter. For me, I found that if I simply chose spells that were useful in a broad variety of situations, there was almost never a time when I wasn't able to do something. I also found that it was more important for me to look at how I could use my spells together in combination than it was for me to look at the effects of spells individually. Thirdly, it was also pretty nice being able to spontaneously cast epic level spells once the game got to that point. </p><p></p><p>It's also worth noting that Use Magic Device is based upon charisma.</p><p></p><p>All of that being said, I still do think there are a few things which don't make a whole lot of sense when it comes to how 3rd Edition sorcerers were designed. Supposedly -according to the fluff and how that fluff is portrayed via mechanics- sorcerers don't need to spend as much time studying magic, so they have more time to pick up other skills and abilities. I always felt it would benefit them to portray this by giving a choice between getting more skill points per level, a better HD, or choosing a cross class skill to gain as a class skill... or perhaps some other option. </p><p></p><p>In the little bit that I've played Pathfinder, I feel as though some of the bloodline benefits help the class greatly, but there are a few options which are pretty obviously better than the others, so that creates a different problem.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 6077996, member: 58416"] I agree with that in theory, but in actual play my experiences have been different. Back when I played 3rd Edition as my primary game, I often found that I had a lot of flexibility and there were far more times when the party wizard (one of my friends nearly always plays wizards) didn't have enough of a spell to get through a particular encounter. For me, I found that if I simply chose spells that were useful in a broad variety of situations, there was almost never a time when I wasn't able to do something. I also found that it was more important for me to look at how I could use my spells together in combination than it was for me to look at the effects of spells individually. Thirdly, it was also pretty nice being able to spontaneously cast epic level spells once the game got to that point. It's also worth noting that Use Magic Device is based upon charisma. All of that being said, I still do think there are a few things which don't make a whole lot of sense when it comes to how 3rd Edition sorcerers were designed. Supposedly -according to the fluff and how that fluff is portrayed via mechanics- sorcerers don't need to spend as much time studying magic, so they have more time to pick up other skills and abilities. I always felt it would benefit them to portray this by giving a choice between getting more skill points per level, a better HD, or choosing a cross class skill to gain as a class skill... or perhaps some other option. In the little bit that I've played Pathfinder, I feel as though some of the bloodline benefits help the class greatly, but there are a few options which are pretty obviously better than the others, so that creates a different problem. [/QUOTE]
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Carrying capacity: The ruling currency?
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