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General Tabletop Discussion
*Pathfinder & Starfinder
Feats 'n' Skills Magic System
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<blockquote data-quote="willpax" data-source="post: 1077726" data-attributes="member: 1602"><p>Thanks for at least looking in on the thread. </p><p></p><p></p><p>I've minimized this effect to a slight extent. While most magical skills use int as the prime stat, abjuration and life magic (healing, circles of protection, and other cleric-type magics) use wisdom, and enchantment uses charisma. Also, in this system, having help with your spell roll is nice, but doesn't net you magnitudes more of power, because of the vitality point cost. </p><p></p><p></p><p></p><p>A +3 to one magical skill is nice, but it is more limited than you think. (This addresses point d as well). Each school has been broken down into at least three, and usually 4, skills (with the potential to add more). Each evocation element is three skills. While it is true that a specialist will have more skill points to spread around, I think that's a fine trade off. The skills are scaled so that lower-level effects don't require huge skills, so there is a benefit from taking a few ranks in many skills as well as maxing out on a few. </p><p></p><p></p><p>I don't quite understand where these formulas are coming from, but I'll try to briefly describe magic items in this system. Items are either charged, which require a lot of vitality points (that heal back), or permanent, which require a permanent sacrifice of vitality to the item. This creates a system where it is relatively easy to make potions, scroll, and wands, but you will only want to make more powerful items if you really need them. </p><p></p><p>I think you may be under the impression that the level progression is linear. Actually, higher levels require much higher spell rolls relative to power. </p><p></p><p>Thanks for your feedback. I'm taking an overnight trip and will be gone until Wednesday evening, but I'll be happy to try to clarify any further questions when I get back.</p></blockquote><p></p>
[QUOTE="willpax, post: 1077726, member: 1602"] Thanks for at least looking in on the thread. I've minimized this effect to a slight extent. While most magical skills use int as the prime stat, abjuration and life magic (healing, circles of protection, and other cleric-type magics) use wisdom, and enchantment uses charisma. Also, in this system, having help with your spell roll is nice, but doesn't net you magnitudes more of power, because of the vitality point cost. A +3 to one magical skill is nice, but it is more limited than you think. (This addresses point d as well). Each school has been broken down into at least three, and usually 4, skills (with the potential to add more). Each evocation element is three skills. While it is true that a specialist will have more skill points to spread around, I think that's a fine trade off. The skills are scaled so that lower-level effects don't require huge skills, so there is a benefit from taking a few ranks in many skills as well as maxing out on a few. I don't quite understand where these formulas are coming from, but I'll try to briefly describe magic items in this system. Items are either charged, which require a lot of vitality points (that heal back), or permanent, which require a permanent sacrifice of vitality to the item. This creates a system where it is relatively easy to make potions, scroll, and wands, but you will only want to make more powerful items if you really need them. I think you may be under the impression that the level progression is linear. Actually, higher levels require much higher spell rolls relative to power. Thanks for your feedback. I'm taking an overnight trip and will be gone until Wednesday evening, but I'll be happy to try to clarify any further questions when I get back. [/QUOTE]
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