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Conversion: Fantasy Rules into Star Frontiers
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<blockquote data-quote="CleanCutRogue" data-source="post: 3535621" data-attributes="member: 51922"><p>I see where you're going now... and now I'm not overly concerned about large batteries of spell points. Even the highest-level spell (level 6) isn't overly powerful. I have a question about True Levitation though... if it needs to be cast upon an existing levitation disk, does that mean you now have to be paying for the spell point cost of both the levitation disk and the true levitation spell too?</p><p></p><p>It looks like none of these spells are more powerful than a 1-2 level D&D spell, and that makes it pretty easy to make spell lists. I'm gaming with the family in about fifteen minutes (Star Frontiers! woooohooooo!) and afterwards I'll tackle a spell list!!</p><p></p><p>I assume the "Advanced" spell lists will tackle power levels equivalent to 3-4 level D&D spells or so? or higher? What is the cap you're looking for on normal castable spells? </p><p></p><p>You could require effects greater than 4th level D&D-like spells to require external support, specialized equipment, bound elementals or spirits, or highly taxing/time-consuming rituals in order to balance them. This would be consistent with how classic SF works: gaining the skills necessary to run around in a starship is considered "Advanced Skills" that have prerequisites. But running around in a battleship (a very high level application of these advanced skills) requires a great deal of money and maintenance and extra crew/effort to accomplish. This keeps the very powerful stuff out of the hands of casual adventurers, yet offers them access to it all when the situation demands it. I'm not sure if I'm articulating my point properly, do you follow it?</p></blockquote><p></p>
[QUOTE="CleanCutRogue, post: 3535621, member: 51922"] I see where you're going now... and now I'm not overly concerned about large batteries of spell points. Even the highest-level spell (level 6) isn't overly powerful. I have a question about True Levitation though... if it needs to be cast upon an existing levitation disk, does that mean you now have to be paying for the spell point cost of both the levitation disk and the true levitation spell too? It looks like none of these spells are more powerful than a 1-2 level D&D spell, and that makes it pretty easy to make spell lists. I'm gaming with the family in about fifteen minutes (Star Frontiers! woooohooooo!) and afterwards I'll tackle a spell list!! I assume the "Advanced" spell lists will tackle power levels equivalent to 3-4 level D&D spells or so? or higher? What is the cap you're looking for on normal castable spells? You could require effects greater than 4th level D&D-like spells to require external support, specialized equipment, bound elementals or spirits, or highly taxing/time-consuming rituals in order to balance them. This would be consistent with how classic SF works: gaining the skills necessary to run around in a starship is considered "Advanced Skills" that have prerequisites. But running around in a battleship (a very high level application of these advanced skills) requires a great deal of money and maintenance and extra crew/effort to accomplish. This keeps the very powerful stuff out of the hands of casual adventurers, yet offers them access to it all when the situation demands it. I'm not sure if I'm articulating my point properly, do you follow it? [/QUOTE]
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