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*Pathfinder & Starfinder
D&D/Saga Edition: Spellcasters?
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<blockquote data-quote="Flynn" data-source="post: 3510282" data-attributes="member: 1836"><p>Good Morning, All,</p><p></p><p>I am considering the suggestion a few people have made on the boards of running a D&D campaign heavily influenced by the rules found in the new Star Wars Saga Edition core rules (SECR) that is coming out later this month. Thanks to Grim Tales and Unearthed Arcana, I can easily port a lot of the core class abilities into talent trees, so I'm not too worried about that aspect of things. However, the one item that boggles me is spellcasting. While I could use the Grim Tales version of spellcasting, I find that not using spell slots causes me problems in finding gamers willing to play. (It's just too different for some without that "sacred cow".)</p><p></p><p>Caveat: I <strong>do not</strong> want to use Advanced Classes or Prestige Classes. Grim Tales has definitely taught me the blessings of avoiding these additional complications. Any suggestions along these lines will politefully be declined for consideration.</p><p></p><p><strong>Thought #1</strong>: I could take the spell advancement table from the Mage and Acolyte classes, and turn each level into a separate talent in talent trees for Arcane/Divine Spellcasting. This effectively halves the magic progress of characters, and limits them to 5th level spells as a maximum, but with incantations from D20 Modern/Unearthed Arcana, I can introduce 6th level and higher spells as rituals to be learned along the way. This allows me to control the presence of higher level magics in the game, making rituals like this as adventure goals and story hooks, and keeps spells in the "sweet spot" for the duration of the campaign, but the advancement rate would be an issue for many players, I think.</p><p></p><p><strong>Thought #2</strong>: I could create a table for spell advancement that is based on class level, like normal, and then make very weak talent trees in comparison to those given to the fighter and rogue archetype classes. That seems a little lame to me, and harder to create or balance, but it allows somewhat standard magic advancement for the diehards that prefer advancement on a level-by-level basis.</p><p></p><p>I really prefer Thought #1, but I don't think players would like it. What do you guys think? Does anyone have any other suggestions on how one could implement a wizard or cleric under the SECR/D20 Modern/Grim Tales class structure (alternating talents and bonus feats every other level)?</p><p></p><p>Thanks in advance for your time,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3510282, member: 1836"] Good Morning, All, I am considering the suggestion a few people have made on the boards of running a D&D campaign heavily influenced by the rules found in the new Star Wars Saga Edition core rules (SECR) that is coming out later this month. Thanks to Grim Tales and Unearthed Arcana, I can easily port a lot of the core class abilities into talent trees, so I'm not too worried about that aspect of things. However, the one item that boggles me is spellcasting. While I could use the Grim Tales version of spellcasting, I find that not using spell slots causes me problems in finding gamers willing to play. (It's just too different for some without that "sacred cow".) Caveat: I [b]do not[/b] want to use Advanced Classes or Prestige Classes. Grim Tales has definitely taught me the blessings of avoiding these additional complications. Any suggestions along these lines will politefully be declined for consideration. [b]Thought #1[/b]: I could take the spell advancement table from the Mage and Acolyte classes, and turn each level into a separate talent in talent trees for Arcane/Divine Spellcasting. This effectively halves the magic progress of characters, and limits them to 5th level spells as a maximum, but with incantations from D20 Modern/Unearthed Arcana, I can introduce 6th level and higher spells as rituals to be learned along the way. This allows me to control the presence of higher level magics in the game, making rituals like this as adventure goals and story hooks, and keeps spells in the "sweet spot" for the duration of the campaign, but the advancement rate would be an issue for many players, I think. [b]Thought #2[/b]: I could create a table for spell advancement that is based on class level, like normal, and then make very weak talent trees in comparison to those given to the fighter and rogue archetype classes. That seems a little lame to me, and harder to create or balance, but it allows somewhat standard magic advancement for the diehards that prefer advancement on a level-by-level basis. I really prefer Thought #1, but I don't think players would like it. What do you guys think? Does anyone have any other suggestions on how one could implement a wizard or cleric under the SECR/D20 Modern/Grim Tales class structure (alternating talents and bonus feats every other level)? Thanks in advance for your time, Flynn [/QUOTE]
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