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*Pathfinder & Starfinder
Killing a Wizard is Easy... if you know how.
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<blockquote data-quote="Naoki00_" data-source="post: 5873687" data-attributes="member: 99243"><p>I agree more with the "buff melee" approach, but personally I have to disagree with this quote lol. to use the star wars example, what about us that want to be Han or Chewy, (or better yet Boba Fett), none of which had 'magic' but still kicked major tail. in my games regrettably I nerf magic, since I haven't found a way to pump melee up that the whole groups happy with.</p><p></p><p>What i do first is base the casting on a point system, you want to cast a lv 0 spell? half a point from the pool. lvl 1? 1 point, etc. and the more 'magic' based you are the more points you gain each level. (lowest is 1+ casting mod, medium is 2+ casting mod, and highest is 3+ casting mod.) I find in my games this limits the spells used enough to make magic not seem so invasive and the end all answer. Second I mostly take out the utility spell like knock, or change them around slightly to make them more situational. and lastly I just completely did away with some spell levels (7-9, though some spells of those levels I made instead into rituals.) this at least seems to make my group very happy with both class types.</p><p></p><p>As for the actual 'killing' of mages, we created items that either nullify magic for a short time, or act as magical EMPs, making effects or spell casters lose their ability to channel the energy from other places and realms, though these are expensive and usually hard to get, and so are saved for emergencies.</p></blockquote><p></p>
[QUOTE="Naoki00_, post: 5873687, member: 99243"] I agree more with the "buff melee" approach, but personally I have to disagree with this quote lol. to use the star wars example, what about us that want to be Han or Chewy, (or better yet Boba Fett), none of which had 'magic' but still kicked major tail. in my games regrettably I nerf magic, since I haven't found a way to pump melee up that the whole groups happy with. What i do first is base the casting on a point system, you want to cast a lv 0 spell? half a point from the pool. lvl 1? 1 point, etc. and the more 'magic' based you are the more points you gain each level. (lowest is 1+ casting mod, medium is 2+ casting mod, and highest is 3+ casting mod.) I find in my games this limits the spells used enough to make magic not seem so invasive and the end all answer. Second I mostly take out the utility spell like knock, or change them around slightly to make them more situational. and lastly I just completely did away with some spell levels (7-9, though some spells of those levels I made instead into rituals.) this at least seems to make my group very happy with both class types. As for the actual 'killing' of mages, we created items that either nullify magic for a short time, or act as magical EMPs, making effects or spell casters lose their ability to channel the energy from other places and realms, though these are expensive and usually hard to get, and so are saved for emergencies. [/QUOTE]
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