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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: 3356623" data-attributes="member: 9789"><p>I don't think keeping track of a mana point regen is over the line; many characters have the ability to regen HP and they seem to deal with that alright. Basically, my litmus test is dodge: if it's as annoying to deal with as the dodge feat, change it. If it's easier, that's probably ok. <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></p><p>They wouldn't gain that ability until level 4, at which point casting <em>magic missiles</em> every round is not really unlike what they already do. As for <em>true strike</em>, if a sorc wants to spend every other round not dealing damage, I'd say that seems perfectly reasonable to me. (For one thing, there aren't really any good damage-dealing level 1 spells that need to be <em>true striked</em>. About the only spell they could affect at that point is <em>scorching ray</em> - a 2nd level spell that does 4d6 at level 4. Not a deal-breaker.)</p><p></p><p>Honestly, at this point I'm not opposed to giving a sorc the ability to constantly shoot low-level spells. There are several feats in the new Complete Mage that are called "reserve" feats that duplicate this effect; for example, if a level 4 sorcerer kept at least 1 2nd level spell in reserve, they could shoot 2d6 5' fireballs every round. I've seen this feat in action and it is not unbalancing. If anything, it makes the spellcaster more hesitant to bring out the big guns.</p><p></p><p>As for your "mana focusing" idea, please read the previous posts.</p><p></p><p></p><p>I've never seen this system and don't know anything about it. Other than that, why create any system that the devs have already taken a crack at? Because you think you can make it better, of course! <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></blockquote><p></p>
[QUOTE="evilbob, post: 3356623, member: 9789"] I don't think keeping track of a mana point regen is over the line; many characters have the ability to regen HP and they seem to deal with that alright. Basically, my litmus test is dodge: if it's as annoying to deal with as the dodge feat, change it. If it's easier, that's probably ok. :) They wouldn't gain that ability until level 4, at which point casting [I]magic missiles[/I] every round is not really unlike what they already do. As for [I]true strike[/I], if a sorc wants to spend every other round not dealing damage, I'd say that seems perfectly reasonable to me. (For one thing, there aren't really any good damage-dealing level 1 spells that need to be [I]true striked[/I]. About the only spell they could affect at that point is [I]scorching ray[/I] - a 2nd level spell that does 4d6 at level 4. Not a deal-breaker.) Honestly, at this point I'm not opposed to giving a sorc the ability to constantly shoot low-level spells. There are several feats in the new Complete Mage that are called "reserve" feats that duplicate this effect; for example, if a level 4 sorcerer kept at least 1 2nd level spell in reserve, they could shoot 2d6 5' fireballs every round. I've seen this feat in action and it is not unbalancing. If anything, it makes the spellcaster more hesitant to bring out the big guns. As for your "mana focusing" idea, please read the previous posts. I've never seen this system and don't know anything about it. Other than that, why create any system that the devs have already taken a crack at? Because you think you can make it better, of course! :) [/QUOTE]
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how about this mana point version?
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