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General Tabletop Discussion
*Pathfinder & Starfinder
ideas for caster runes (homebrew)
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<blockquote data-quote="MarkTatsu" data-source="post: 8819892" data-attributes="member: 7038554"><p>I generally find that casters are fine except for a few snags here or there. Biggest one is levels 5-6 when martials get a boost. In reality though it's a small difference and there is a ton more to the game than combat. Scooching the proficiency increases earlier would be a simple fix for it. Really, though it's not a huge thing and I never found my casters feeling weak other than when I get some bad rolls. But I also had that on my martials when the dice are against me haha. </p><p></p><p>I really think the issue is paizo's adventure paths are not built with casters in mind. I only play custom campaigns and my gm is experienced. So, we always seem to get just enough rests so that our casters are stressed a bit but never feel without options. However, for new players or people that like to play premade campeigns the casters will feel super weak.</p></blockquote><p></p>
[QUOTE="MarkTatsu, post: 8819892, member: 7038554"] I generally find that casters are fine except for a few snags here or there. Biggest one is levels 5-6 when martials get a boost. In reality though it's a small difference and there is a ton more to the game than combat. Scooching the proficiency increases earlier would be a simple fix for it. Really, though it's not a huge thing and I never found my casters feeling weak other than when I get some bad rolls. But I also had that on my martials when the dice are against me haha. I really think the issue is paizo's adventure paths are not built with casters in mind. I only play custom campaigns and my gm is experienced. So, we always seem to get just enough rests so that our casters are stressed a bit but never feel without options. However, for new players or people that like to play premade campeigns the casters will feel super weak. [/QUOTE]
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ideas for caster runes (homebrew)
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