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*Pathfinder & Starfinder
Did They Play Arcana Unearthed?
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<blockquote data-quote="amerigoV" data-source="post: 5886364"><p>I liked the magic system. It had a bit of D&D Vancian in that the caster picked spells for the day, but you got to cast them as a Sorcerer (all 3e talk here). I liked you could combine or split up spell slots to cast different level spells, but there was an inefficiancy so you could not just spam one spell (well you could, but the cost was high). The ability to cast a spell as one level higher or lower on the fly with balanced effects is great design.</p><p></p><p>Even from the DM side it was nice - you did not have to worry about all the slot combining and breaking apart if you did not want to - just play the NPC like a D&D sorcerer.</p><p></p><p>So big picture - there was plenty of places in the system where you could really dive in and tinker with the spellcasting (great flexibility) or you could just fall back on the old standard Sorcerer approach and not lose much.</p><p></p><p>The only complaint/drawback is the system forced spells to be balanced against each other. I know that sounds strange, but it leads to a situation where there are no "must have iconic spells" at each level under that model (the whining that the equivanant of Magic Missile in the original book requiring a to hit roll was on par with the 4e folks until Essentials). Sometimes it nice to know that you just pick these 5 spells and everything else might have its use is not a bad one vs. here are 50 choices, all "equal". But that is a minor quibble, at best.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5886364"] I liked the magic system. It had a bit of D&D Vancian in that the caster picked spells for the day, but you got to cast them as a Sorcerer (all 3e talk here). I liked you could combine or split up spell slots to cast different level spells, but there was an inefficiancy so you could not just spam one spell (well you could, but the cost was high). The ability to cast a spell as one level higher or lower on the fly with balanced effects is great design. Even from the DM side it was nice - you did not have to worry about all the slot combining and breaking apart if you did not want to - just play the NPC like a D&D sorcerer. So big picture - there was plenty of places in the system where you could really dive in and tinker with the spellcasting (great flexibility) or you could just fall back on the old standard Sorcerer approach and not lose much. The only complaint/drawback is the system forced spells to be balanced against each other. I know that sounds strange, but it leads to a situation where there are no "must have iconic spells" at each level under that model (the whining that the equivanant of Magic Missile in the original book requiring a to hit roll was on par with the 4e folks until Essentials). Sometimes it nice to know that you just pick these 5 spells and everything else might have its use is not a bad one vs. here are 50 choices, all "equal". But that is a minor quibble, at best. [/QUOTE]
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Did They Play Arcana Unearthed?
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