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General Tabletop Discussion
*Pathfinder & Starfinder
how about this mana point version?
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<blockquote data-quote="evilbob" data-source="post: 3355486" data-attributes="member: 9789"><p>That's true, but placing a class-specific feature into a Con-based skill still seems to increase its value too much.</p><p></p><p>I'm also not entirely happy with the idea of "auto-focusing" before any battle... I mean, why add yet another thing to keep track of outside of battle? "Did you remember to focus? No? Ok, well you don't get your class feature at the beginning of the battle." That kind of mechanic reminds me of the dodge feat - it's cumbersome and easily side-stepped, so why make it that way in the first place? (And if these house rule boards are any indication, that feat is one that clearly needs much less maintenance.) Also, a full-round action is still just too much to give up for something that is supposed to be a serious addition to the class... In fact, it's almost worth just making it a move action, since god knows there'd be a feat to make it that eventually anyway - and every sorc would take it (kind of like natural spell for druids; they may as well make it a class feature, so many people take it).</p><p></p><p></p><p>Land Outcast: Actually, I was kind of thinking of raising the DC to 12 + points. <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=":)" /> I think it would have a fairly high rate of success as-is for low levels (something on the order of 60 - 70%) and it would only get easier to remove a small amount of mana from one spell. On the other hand, removing the maximum amount should always be tricky. I like the idea of taking more of a risk in order to knock off more mana points, whereas knocking off one or two should be simple.</p><p></p><p></p><p>Edit: Ok, here's a better idea: in order to keep it closer to other DnD mechanics, how about "mana focus" be like those special "modified level checks" or whatever they're called: you roll d20 and add 1/2 your caster level (rounded down) + casting stat modifier. The DC is 15 + [points to remove], and the maximum points that can be removed is equal to 1/2* the highest spell level you can cast, rounded up. Spells can be reduced to a minimum of 1 point. It requires a move action that provokes an AoO to do, but if you make it a standard action you gain +2 on your check, and if you make it a full-round action you gain +4. You can only do it once per round regardless, and it lasts for 1 round or until you use it. Future feats could include raising your "waiting bonus" to +3/+6 and extending the number of rounds it lasts.</p><p></p><p>*Additional edits to this paragraph. <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>Also: there is a hidden cost in this entire mechanic, in that you're basically causing the sorcerer to just flat-out roll more dice.</p></blockquote><p></p>
[QUOTE="evilbob, post: 3355486, member: 9789"] That's true, but placing a class-specific feature into a Con-based skill still seems to increase its value too much. I'm also not entirely happy with the idea of "auto-focusing" before any battle... I mean, why add yet another thing to keep track of outside of battle? "Did you remember to focus? No? Ok, well you don't get your class feature at the beginning of the battle." That kind of mechanic reminds me of the dodge feat - it's cumbersome and easily side-stepped, so why make it that way in the first place? (And if these house rule boards are any indication, that feat is one that clearly needs much less maintenance.) Also, a full-round action is still just too much to give up for something that is supposed to be a serious addition to the class... In fact, it's almost worth just making it a move action, since god knows there'd be a feat to make it that eventually anyway - and every sorc would take it (kind of like natural spell for druids; they may as well make it a class feature, so many people take it). Land Outcast: Actually, I was kind of thinking of raising the DC to 12 + points. :) I think it would have a fairly high rate of success as-is for low levels (something on the order of 60 - 70%) and it would only get easier to remove a small amount of mana from one spell. On the other hand, removing the maximum amount should always be tricky. I like the idea of taking more of a risk in order to knock off more mana points, whereas knocking off one or two should be simple. Edit: Ok, here's a better idea: in order to keep it closer to other DnD mechanics, how about "mana focus" be like those special "modified level checks" or whatever they're called: you roll d20 and add 1/2 your caster level (rounded down) + casting stat modifier. The DC is 15 + [points to remove], and the maximum points that can be removed is equal to 1/2* the highest spell level you can cast, rounded up. Spells can be reduced to a minimum of 1 point. It requires a move action that provokes an AoO to do, but if you make it a standard action you gain +2 on your check, and if you make it a full-round action you gain +4. You can only do it once per round regardless, and it lasts for 1 round or until you use it. Future feats could include raising your "waiting bonus" to +3/+6 and extending the number of rounds it lasts. *Additional edits to this paragraph. :) Also: there is a hidden cost in this entire mechanic, in that you're basically causing the sorcerer to just flat-out roll more dice. [/QUOTE]
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how about this mana point version?
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