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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Core Classes: More magic or more abilities?
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<blockquote data-quote="funkysnunkulator" data-source="post: 3736322" data-attributes="member: 54963"><p>well here goes...</p><p></p><p>one class for spell casters. hard to believe that was said out loud huh? how stupid is that. but that is essentially your best fix.</p><p></p><p>one class. it gets better. arcane, divine, psionic, shadow, incarnate, bardic, force... one class.</p><p></p><p>one.</p><p></p><p>basically every type of magic features the same spells by the same name or a slightly different name.</p><p></p><p>now to the system of magic itself. something like the netherese arcanist or the immortals (empyreals, eternals et al) have a power pool. this is used to cast the bulk of the spells. then there are rituals. these resemble the spells you are all used to now (sometimes called vancian casting... this term is from a book series).</p><p></p><p>rituals are much beefier. bigger. more powerful.</p><p></p><p>oh boy. can here the enraged responses now. yeah. it looks broken. unbalanced. of course. that is what you are supposed to say about this sort of thing, right? dogma and all that.</p><p></p><p>agreed. it is a bit strange, but it does provide for a relatively easy fix to the quandry at hand. too many spell casting classes.</p><p></p><p>one class, a couple checks and balances (there is that word again) and it should work fine. have used it for years. good stuff. easy. and has the built in capacity for fabulous disasters if you are so inclined (our group is)!!!</p><p></p><p>on thing hugely obvious about the gamers in general, is they tend to overthink any percieved problems. it doesn't matter how broken or unbalanced or clunky or unfun you think something is. the fix is usually something as simple as taking something that already exists in the game and applying it to the situation at hand.</p><p></p><p>example of checks an balances:</p><p></p><p>there is a thread in here about force powers and frequency of use. huge discussion. this was already solved in an earier version of the game. vitality point cost. done. use your uber power as often as you like. until you implode or pass our or pass gas... or whatever.</p><p></p><p>now. with very minor tweeking, this can certainly work with any incarnation of the game (d&d) be it v1 v2 v3 or v4.</p><p></p><p>stop overthinking every little thing. the answers are already there. many of you either already use these fixes or invented them. our gaming group has been ripping your ideas off forever!!! (thanks for that by the way).</p><p></p><p>the point is the same as it has always been. ALWAYS. if you don't like something, remove it. you want something more, add it. unless you are playing tournaments (official ones) don't worry about the little things. </p><p></p><p>wotc is selling a system.</p><p></p><p>you are the ones playing the game. balancing a campaign is far easier than many of you seem to believe it to be.</p></blockquote><p></p>
[QUOTE="funkysnunkulator, post: 3736322, member: 54963"] well here goes... one class for spell casters. hard to believe that was said out loud huh? how stupid is that. but that is essentially your best fix. one class. it gets better. arcane, divine, psionic, shadow, incarnate, bardic, force... one class. one. basically every type of magic features the same spells by the same name or a slightly different name. now to the system of magic itself. something like the netherese arcanist or the immortals (empyreals, eternals et al) have a power pool. this is used to cast the bulk of the spells. then there are rituals. these resemble the spells you are all used to now (sometimes called vancian casting... this term is from a book series). rituals are much beefier. bigger. more powerful. oh boy. can here the enraged responses now. yeah. it looks broken. unbalanced. of course. that is what you are supposed to say about this sort of thing, right? dogma and all that. agreed. it is a bit strange, but it does provide for a relatively easy fix to the quandry at hand. too many spell casting classes. one class, a couple checks and balances (there is that word again) and it should work fine. have used it for years. good stuff. easy. and has the built in capacity for fabulous disasters if you are so inclined (our group is)!!! on thing hugely obvious about the gamers in general, is they tend to overthink any percieved problems. it doesn't matter how broken or unbalanced or clunky or unfun you think something is. the fix is usually something as simple as taking something that already exists in the game and applying it to the situation at hand. example of checks an balances: there is a thread in here about force powers and frequency of use. huge discussion. this was already solved in an earier version of the game. vitality point cost. done. use your uber power as often as you like. until you implode or pass our or pass gas... or whatever. now. with very minor tweeking, this can certainly work with any incarnation of the game (d&d) be it v1 v2 v3 or v4. stop overthinking every little thing. the answers are already there. many of you either already use these fixes or invented them. our gaming group has been ripping your ideas off forever!!! (thanks for that by the way). the point is the same as it has always been. ALWAYS. if you don't like something, remove it. you want something more, add it. unless you are playing tournaments (official ones) don't worry about the little things. wotc is selling a system. you are the ones playing the game. balancing a campaign is far easier than many of you seem to believe it to be. [/QUOTE]
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