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*Pathfinder & Starfinder
Epic Spellcasting
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<blockquote data-quote="ichabod" data-source="post: 1274402" data-attributes="member: 1257"><p>As to fixing the current system, here are some of my thoughts from way back when. First of all, basing it on spellcraft harms non-wizards in more than one way. Most other classes don't have a lot of ranks per level, and may not have maxed out spellcraft, expecially since concentration is more important to lower level casters. This brings in a discontinuity. Up to 20th level, the dumb cleric is as good at casting spells as the smart cleric. At epic levels, he's suddenly a lot worse. I would suggest a caster level check with the key spellcasting ability modifier added in. This would only require minor adjustments in the seed costs. As to the seed costs, they should be based on an archetypal spell. This should include area of effect, duration, casting time, etc. Either the base seed should include those, or the cost should be lowered to reflect what they were. Then if some effect based on that seed is associated with a longer casting time or whatever, that should be reflected in a higher cost for the effect. Note that each seed cost includes 10 (or 11?) points for the expected value of the d20 roll. When combining seeds, you should <strong>at the minimum</strong> subtract that off. Also, the development costs are often ludicrous when compared to expected character wealth. After any modifications are done to the system, that should definately be reexamined. You should be able to get at least one spell per level without leaving the game for five months and bankrupting yourself.</p></blockquote><p></p>
[QUOTE="ichabod, post: 1274402, member: 1257"] As to fixing the current system, here are some of my thoughts from way back when. First of all, basing it on spellcraft harms non-wizards in more than one way. Most other classes don't have a lot of ranks per level, and may not have maxed out spellcraft, expecially since concentration is more important to lower level casters. This brings in a discontinuity. Up to 20th level, the dumb cleric is as good at casting spells as the smart cleric. At epic levels, he's suddenly a lot worse. I would suggest a caster level check with the key spellcasting ability modifier added in. This would only require minor adjustments in the seed costs. As to the seed costs, they should be based on an archetypal spell. This should include area of effect, duration, casting time, etc. Either the base seed should include those, or the cost should be lowered to reflect what they were. Then if some effect based on that seed is associated with a longer casting time or whatever, that should be reflected in a higher cost for the effect. Note that each seed cost includes 10 (or 11?) points for the expected value of the d20 roll. When combining seeds, you should [b]at the minimum[/b] subtract that off. Also, the development costs are often ludicrous when compared to expected character wealth. After any modifications are done to the system, that should definately be reexamined. You should be able to get at least one spell per level without leaving the game for five months and bankrupting yourself. [/QUOTE]
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