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Looking At The Pathfinder 2 Wizard Class
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<blockquote data-quote="zztong" data-source="post: 7749368" data-attributes="member: 6943414"><p>Ideally, you think of the effect and then model it using the various powers, advantages, and limitations. Practically, a veteran player knew they needed certain investments of points to make a power that was likely to hurt an opponent, so you took the ideal and scaled it.</p><p></p><p>So, building a lightning power you might select "Energy Blast" as the base power. You might say that it isn't as effective against opponents that are underwater. You would likely say it needed to be a total of 12d6 of damage to be a mainline power. So, you'd probably buy 6d6 Energy Blast and an additional 6d6 of Energy Blast that didn't work against opponents that are underwater. Finally, you'd declare the special effect to be Lightning. Thus, you have a 12d6 Lightning Energy Blast that only does 6d6 against opponents that are underwater. Then you'd move on to whatever other powers you needed for your character conception.</p><p></p><p>Another guy might buy a Force Field and say it doesn't stop Lightning. He's going to have a bad day if he meets the first guy. Alternatively, he could buy extra Force Field that ONLY stops Lightning. It would be really inexpensive since it would rarely apply.</p><p></p><p>In Champs (and Gurps) you would build the complete character conception. In all D&D, you pick classes off the rack and try to make them fit your conception, or limit your conception to them.</p></blockquote><p></p>
[QUOTE="zztong, post: 7749368, member: 6943414"] Ideally, you think of the effect and then model it using the various powers, advantages, and limitations. Practically, a veteran player knew they needed certain investments of points to make a power that was likely to hurt an opponent, so you took the ideal and scaled it. So, building a lightning power you might select "Energy Blast" as the base power. You might say that it isn't as effective against opponents that are underwater. You would likely say it needed to be a total of 12d6 of damage to be a mainline power. So, you'd probably buy 6d6 Energy Blast and an additional 6d6 of Energy Blast that didn't work against opponents that are underwater. Finally, you'd declare the special effect to be Lightning. Thus, you have a 12d6 Lightning Energy Blast that only does 6d6 against opponents that are underwater. Then you'd move on to whatever other powers you needed for your character conception. Another guy might buy a Force Field and say it doesn't stop Lightning. He's going to have a bad day if he meets the first guy. Alternatively, he could buy extra Force Field that ONLY stops Lightning. It would be really inexpensive since it would rarely apply. In Champs (and Gurps) you would build the complete character conception. In all D&D, you pick classes off the rack and try to make them fit your conception, or limit your conception to them. [/QUOTE]
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