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General Tabletop Discussion
*Pathfinder & Starfinder
Making Vancian Casting More "Linear" and Less "Quadratic"
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<blockquote data-quote="GM Dave" data-source="post: 5886066" data-attributes="member: 6687992"><p>Just a couple of thoughts;</p><p></p><p>1> When I play a Vancian Wizard, I usually don't fill all my 'slots' with memorized spells at the start of the day. I usually choose some combat spells for 'emergency' use and a couple of utility style spells that I know can be my 'fall back' spells. I use the empty spell slots to fill as I need during the adventure. This allows me to adapt on the fly to fill in or adjust my combat style to the needs of adventure and players.</p><p></p><p>2> Personally, I'm not a big fan of a couple of spells like Invisibility at level 2 and True Strike at level 1. The trouble that I have with these spells is that they give a bonus that is too big compared to another class's capabilities. If Invisibility is the equivalent of +20 to skill then you should compare it to what a Rogue could do that is focused on Stealth to decide which level it belongs at. Personally, I feel that would be closer to level 4 or 5 since this is such a big advantage (Rogue with +4 for Dex, +9 for level, +3 for focus on skill is +16 which is pretty close given no limited resource is involved).</p><p></p><p>3> I was wondering if a system of diminishing returns might be a good choice for repeated usage of the same magic. This is more directed to towards healing to avoid unlimited usage of Cure Light Wounds and Cure Light Wound Wands is to have each repeated usage within a 24 hr period have a reduced value like [the total rolled -2xApplication to the individual.]</p><p></p><p>The same idea might be applied to the spamming of combat spells. The first usage of a Magic Missile might be at 'full' effect while repeated usages are a reduced value copy. This encourages the use of a variety of spells instead of the same spell all the time.</p><p></p><p>4> Remember that in 'fixing' wizards, you should also 'fix' fighters by increasing their damage per level. A sword swung by a level 10 fighter should do more damage then if it is swung by a level 1 fighter. If I do 1d8+Str at level 1 then I should be doing 3d8+Str at level 10 to 'keep up' with the Wizard throwing out Fireballs or more.</p><p></p><p>5> Druids in 1e AD&D were very different. They were the only class that could use 3rd level spells at 3rd level and they had a lower experience cost to level then Clerics. They also didn't have Cure Light Wounds at level 1 but had to wait till Level 2 to get their second level spells with the Cure Light Wounds spell. They could also have an army of animal friends accompanying them (via 'Animal Friendship spell'). They could attract 2 HD of animals per level of experience. A bear was 3 HD; so, by level 2 you could have that and a dog/wolf accompanying you.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5886066, member: 6687992"] Just a couple of thoughts; 1> When I play a Vancian Wizard, I usually don't fill all my 'slots' with memorized spells at the start of the day. I usually choose some combat spells for 'emergency' use and a couple of utility style spells that I know can be my 'fall back' spells. I use the empty spell slots to fill as I need during the adventure. This allows me to adapt on the fly to fill in or adjust my combat style to the needs of adventure and players. 2> Personally, I'm not a big fan of a couple of spells like Invisibility at level 2 and True Strike at level 1. The trouble that I have with these spells is that they give a bonus that is too big compared to another class's capabilities. If Invisibility is the equivalent of +20 to skill then you should compare it to what a Rogue could do that is focused on Stealth to decide which level it belongs at. Personally, I feel that would be closer to level 4 or 5 since this is such a big advantage (Rogue with +4 for Dex, +9 for level, +3 for focus on skill is +16 which is pretty close given no limited resource is involved). 3> I was wondering if a system of diminishing returns might be a good choice for repeated usage of the same magic. This is more directed to towards healing to avoid unlimited usage of Cure Light Wounds and Cure Light Wound Wands is to have each repeated usage within a 24 hr period have a reduced value like [the total rolled -2xApplication to the individual.] The same idea might be applied to the spamming of combat spells. The first usage of a Magic Missile might be at 'full' effect while repeated usages are a reduced value copy. This encourages the use of a variety of spells instead of the same spell all the time. 4> Remember that in 'fixing' wizards, you should also 'fix' fighters by increasing their damage per level. A sword swung by a level 10 fighter should do more damage then if it is swung by a level 1 fighter. If I do 1d8+Str at level 1 then I should be doing 3d8+Str at level 10 to 'keep up' with the Wizard throwing out Fireballs or more. 5> Druids in 1e AD&D were very different. They were the only class that could use 3rd level spells at 3rd level and they had a lower experience cost to level then Clerics. They also didn't have Cure Light Wounds at level 1 but had to wait till Level 2 to get their second level spells with the Cure Light Wounds spell. They could also have an army of animal friends accompanying them (via 'Animal Friendship spell'). They could attract 2 HD of animals per level of experience. A bear was 3 HD; so, by level 2 you could have that and a dog/wolf accompanying you. [/QUOTE]
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Making Vancian Casting More "Linear" and Less "Quadratic"
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