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General Tabletop Discussion
*Pathfinder & Starfinder
Idea on keeping Vancian casters from novaing
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<blockquote data-quote="Aenghus" data-source="post: 5967654" data-attributes="member: 2656"><p>I certainly observed the "15 minute" effect in 3rd edition at higher levels, particularly when the party had access to enough teleport to move the whole party.</p><p></p><p>But it was more associated with long lists of pre-cast buff spells than novaing, though the result was the same - the spellcasters quickly ran out of spell slots.</p><p></p><p>The sequence was:</p><p></p><ul> <li data-xf-list-type="ul">the spellcaster players in the party accumulated an ever increasing list of precast buff spells that massively increased the spike damage and defenses of the party for a limited time.<br /> </li> <li data-xf-list-type="ul">while so boosted the party can crush standard combat encounters<br /> </li> <li data-xf-list-type="ul">I as referee boost the difficulty of the average encounter somewhat, and major encounters significantly to compensate<br /> </li> <li data-xf-list-type="ul">The party now will be wiped out by some encounters if not buffed, so feel driven to stop when the buffs run out.<br /> </li> <li data-xf-list-type="ul"> Some of the attacks the buffing spells defend against are so deadly that just not casting the defensive buff isn't an option for the non-suicidal PC if it's available.</li> </ul><p></p><p>I like high level play, both running for it and playing. For me the best way to reduce this problem is to limit buffing spells in some way. I never want to see players layered with 10 or more pre-buff spells on them ever again.</p><p></p><p>I also agree with the limits on long distance teleport that 4e introduced - teleports can only arrive at pre-prepared areas. It makes teleport much less broken and avoids having to mangle lots of scenarios to make certain plotlines fit.</p><p></p><p>I don't want to make lots of houserules to arrive at a usable system, and I prefer using the system as written whenever possible.</p><p></p><p>The other issue, is that of player class preference. Lots of people choose spellcasters for flavour reasons, not to carefully ration out spells over an entire adventuring day. Spellcasting classes don't have "Warning: this class works with only one style of play, deviate from this single approved style at your peril" stamped on them. </p><p></p><p>While I can advise players as to the strengths and weakness of various classes, , and push them towards classes I think would suit them, it smacks of elitism to ban people from playing certain classes because of their play style. Having a system that allows them to play the class they want without a resulting disappointing game experience for the group concerned would be great.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5967654, member: 2656"] I certainly observed the "15 minute" effect in 3rd edition at higher levels, particularly when the party had access to enough teleport to move the whole party. But it was more associated with long lists of pre-cast buff spells than novaing, though the result was the same - the spellcasters quickly ran out of spell slots. The sequence was: [LIST] [*]the spellcaster players in the party accumulated an ever increasing list of precast buff spells that massively increased the spike damage and defenses of the party for a limited time. [*]while so boosted the party can crush standard combat encounters [*]I as referee boost the difficulty of the average encounter somewhat, and major encounters significantly to compensate [*]The party now will be wiped out by some encounters if not buffed, so feel driven to stop when the buffs run out. [*] Some of the attacks the buffing spells defend against are so deadly that just not casting the defensive buff isn't an option for the non-suicidal PC if it's available. [/LIST] I like high level play, both running for it and playing. For me the best way to reduce this problem is to limit buffing spells in some way. I never want to see players layered with 10 or more pre-buff spells on them ever again. I also agree with the limits on long distance teleport that 4e introduced - teleports can only arrive at pre-prepared areas. It makes teleport much less broken and avoids having to mangle lots of scenarios to make certain plotlines fit. I don't want to make lots of houserules to arrive at a usable system, and I prefer using the system as written whenever possible. The other issue, is that of player class preference. Lots of people choose spellcasters for flavour reasons, not to carefully ration out spells over an entire adventuring day. Spellcasting classes don't have "Warning: this class works with only one style of play, deviate from this single approved style at your peril" stamped on them. While I can advise players as to the strengths and weakness of various classes, , and push them towards classes I think would suit them, it smacks of elitism to ban people from playing certain classes because of their play style. Having a system that allows them to play the class they want without a resulting disappointing game experience for the group concerned would be great. [/QUOTE]
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