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*Pathfinder & Starfinder
Fixing Casters, the Right Way
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<blockquote data-quote="Tequila Sunrise" data-source="post: 4994519" data-attributes="member: 40398"><p>Maybe it's because I've been reading a lot of 3e talk lately, which inevitably leads to CASTERZ PWN ALL! Or maybe it's because I'm a pompous, self-important, obsessive tinkering control-freak, but I've decided to go back and give 3e casters the attention that they never seem to get: Not the nerf-hammer or the fan-love, but the attention to what actually makes casters unbalanced...</p><p></p><p><span style="font-size: 26px">Spells.</span></p><p></p><p>Dun-dun-dun! Some spells are nigh-useless while others overpower the very game assumptions that are supposed to balance casters with non-casters. Spells, spell schools, spell text, spell lists and just about everything else about spells is inconsistent and fragmented. So here's what I did; I took a few iconic spells and rewrote them how I would have liked them to be written in the first place. And then I explained a bit of my thought process, in the hopes that maybe some of my ramblings will help others.</p><p></p><p><a href="http://docs.google.com/fileview?id=0B13rBX1CAB0XYTE4Y2VhYWEtYWQyOS00YjNlLWE0ZDEtMTM4NDQ5MjFjY2Y3&hl=en" target="_blank">TS's Spell Book</a></p><p></p><p><span style="font-size: 15px">Excerpt: Fire Ball</span></p><p>Don’t you think it’s odd that fire spells so rarely actually light things on fire? I think all spells with fire in the title should do this.</p><p></p><p>Fire Ball</p><p>Evocation [Fire]</p><p>Level: (Arcane, Fire, Natural) 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10</p><p>Component: M, S, V</p><p>Casting Time: 1 standard action</p><p>Range: 60 ft.</p><p>Area: 20 ft. radius spread</p><p>Duration: Instantaneous</p><p>Saving Throw: Ref half</p><p>Spell Resistance: Yes</p><p>You deal (2d4/Spell Level) + 1/Caster Level fire damage to each creature within the blast. You also ignite objects and flammable creatures within the blast who fail their save. (See Catching on Fire, page 303-304 DMG.)</p><p></p><p></p><p>Feel free to comment, critique and request spell rewrites!</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 4994519, member: 40398"] Maybe it's because I've been reading a lot of 3e talk lately, which inevitably leads to CASTERZ PWN ALL! Or maybe it's because I'm a pompous, self-important, obsessive tinkering control-freak, but I've decided to go back and give 3e casters the attention that they never seem to get: Not the nerf-hammer or the fan-love, but the attention to what actually makes casters unbalanced... [SIZE="7"]Spells.[/SIZE] Dun-dun-dun! Some spells are nigh-useless while others overpower the very game assumptions that are supposed to balance casters with non-casters. Spells, spell schools, spell text, spell lists and just about everything else about spells is inconsistent and fragmented. So here's what I did; I took a few iconic spells and rewrote them how I would have liked them to be written in the first place. And then I explained a bit of my thought process, in the hopes that maybe some of my ramblings will help others. [url=http://docs.google.com/fileview?id=0B13rBX1CAB0XYTE4Y2VhYWEtYWQyOS00YjNlLWE0ZDEtMTM4NDQ5MjFjY2Y3&hl=en]TS's Spell Book[/url] [SIZE="4"]Excerpt: Fire Ball[/SIZE] Don’t you think it’s odd that fire spells so rarely actually light things on fire? I think all spells with fire in the title should do this. Fire Ball Evocation [Fire] Level: (Arcane, Fire, Natural) 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Component: M, S, V Casting Time: 1 standard action Range: 60 ft. Area: 20 ft. radius spread Duration: Instantaneous Saving Throw: Ref half Spell Resistance: Yes You deal (2d4/Spell Level) + 1/Caster Level fire damage to each creature within the blast. You also ignite objects and flammable creatures within the blast who fail their save. (See Catching on Fire, page 303-304 DMG.) Feel free to comment, critique and request spell rewrites! [/QUOTE]
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