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General Tabletop Discussion
*Pathfinder & Starfinder
Idea on keeping Vancian casters from novaing
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<blockquote data-quote="Campbell" data-source="post: 5967253" data-attributes="member: 16586"><p>There are actually 2 separate issues caused by having spell casters and martial characters on two one dimensional resource tracks. The first is the narrative constraint of requiring a certain amount of encounters each day for martial characters to shine. This has been dealt with. The other issue is that in any climatic confrontation its the characters who have the ability to step up their game that determine success. The fighter and rogue get to clear the trash, but its the wizard and cleric who fight the boss. </p><p></p><p>You don't need to set everyone on the same resource schedule to correct this. One solution is to use a secondary resource to limit how much a spell caster can bring to bear in a given situation. MRQ/Legend does this for sorcerers and common magic users. Magic points are an operational resource that determine how much power a spell caster can bring to bear over the course of a 12 hour period, but the resource that matters once initiative is rolled is combat actions. The more powerful the spell the more combat actions it takes to cast. Casting a spell in combat is a gamble because while casting you can't defend yourself. It's generally only done with the cooperation of the rest of the group scrambling to protect you while you attempt to get a big effect off. No costs are negligible even if facing multiple encounters in a day. Of course it helps that RQ magic points stay fairly limited. If a sorcerer manages to pull off a scry, buff, teleport routine for a group of 5 chances are the party better have an alternate plan to escape. Simply teleporting 5 characters a ~15 kilometers will cost ~7 magic points of a pool of about 13-18. </p><p></p><p>Another possible solution is to give a different sort of resource to the martial types. Perhaps like 13th Age rogues they get better as a fight goes on. If the nova potential of the spell casters is not strong enough to burst through the opposition the martial classes get to shine in a big way.</p></blockquote><p></p>
[QUOTE="Campbell, post: 5967253, member: 16586"] There are actually 2 separate issues caused by having spell casters and martial characters on two one dimensional resource tracks. The first is the narrative constraint of requiring a certain amount of encounters each day for martial characters to shine. This has been dealt with. The other issue is that in any climatic confrontation its the characters who have the ability to step up their game that determine success. The fighter and rogue get to clear the trash, but its the wizard and cleric who fight the boss. You don't need to set everyone on the same resource schedule to correct this. One solution is to use a secondary resource to limit how much a spell caster can bring to bear in a given situation. MRQ/Legend does this for sorcerers and common magic users. Magic points are an operational resource that determine how much power a spell caster can bring to bear over the course of a 12 hour period, but the resource that matters once initiative is rolled is combat actions. The more powerful the spell the more combat actions it takes to cast. Casting a spell in combat is a gamble because while casting you can't defend yourself. It's generally only done with the cooperation of the rest of the group scrambling to protect you while you attempt to get a big effect off. No costs are negligible even if facing multiple encounters in a day. Of course it helps that RQ magic points stay fairly limited. If a sorcerer manages to pull off a scry, buff, teleport routine for a group of 5 chances are the party better have an alternate plan to escape. Simply teleporting 5 characters a ~15 kilometers will cost ~7 magic points of a pool of about 13-18. Another possible solution is to give a different sort of resource to the martial types. Perhaps like 13th Age rogues they get better as a fight goes on. If the nova potential of the spell casters is not strong enough to burst through the opposition the martial classes get to shine in a big way. [/QUOTE]
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