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[Grim Tales] Spellcasting Questions
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2084412" data-attributes="member: 12332"><p>I keep them as general and bonus feats. The casters really need them. BCCS wizards get more talents already, I think, and your GT caster is going to be a level behind as of 4th level. </p><p></p><p>I think if you're building the PC, then just don't take SER. If you're letting players take it, just suggest how useful another Talent could be in place of it, unless they have very low Con. Your average DC 30 effect of a Dabbler/SoW talent is 1d8+4 damage. That's an effect that takes several rounds, at least, for a low level caster to make. They're more likely to die from getting hacked to death while they try to cast the spell half the combat than they're in danger of passing out. High Spell Energy is more useful at higher levels, I think, but it's very attractive. People see the system and think: "Woo, I need high Energy so I can cast aaaaaaallll daaaaaay." My caster will probably not knock himself out casting spells, but at 5th level he's only got two talents to choose from. Seeing it in action, I don't think it's troublesome to the DM per se. My guy can cast all day, but he's got 2-3 combat effects and that's his total utility. I think HE'D have rather taken another talent, more than I wish he'd hurry up and pass out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2084412, member: 12332"] I keep them as general and bonus feats. The casters really need them. BCCS wizards get more talents already, I think, and your GT caster is going to be a level behind as of 4th level. I think if you're building the PC, then just don't take SER. If you're letting players take it, just suggest how useful another Talent could be in place of it, unless they have very low Con. Your average DC 30 effect of a Dabbler/SoW talent is 1d8+4 damage. That's an effect that takes several rounds, at least, for a low level caster to make. They're more likely to die from getting hacked to death while they try to cast the spell half the combat than they're in danger of passing out. High Spell Energy is more useful at higher levels, I think, but it's very attractive. People see the system and think: "Woo, I need high Energy so I can cast aaaaaaallll daaaaaay." My caster will probably not knock himself out casting spells, but at 5th level he's only got two talents to choose from. Seeing it in action, I don't think it's troublesome to the DM per se. My guy can cast all day, but he's got 2-3 combat effects and that's his total utility. I think HE'D have rather taken another talent, more than I wish he'd hurry up and pass out. :) --fje [/QUOTE]
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