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Modifying the AU casting system
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<blockquote data-quote="Rel" data-source="post: 1492636" data-attributes="member: 99"><p>While I agree that paying a feat for a single Exotic Spell seems a little steep, I wouldn't implement in the manner you are suggesting. It heavily favors Magisters and Runethanes. If you made it based on the primary spellcasting stat bonus instead of strictly Int, that would be more fair. But it might also be overpowered. My 2nd level Verrik Mind Witch has a 20 Wis and therefore would get 5 Exotic spells for the price of one feat. That seems a bit much.</p><p></p><p>As to the OP, I haven't played much AU (2 one off games and we had the first session of a campaign last night) but it seems like it might not really have that much of an impact. What I mean is this: Each spellcaster will have access to all the simple or complex spells of a given level (depending on the class and feats they take) but there is really only a relatively small subset of those spells that "work" for that character. For example, the low Str, high Dex Spryte Magister will probably focus on spells that improve his AC, keep foes at bay and let him attack from range (he probably doesn't have a lot of hit points and can't wear much in the way of armor). He probably won't use a lot of melee touch attack spells or things like Acrobatics (he doesn't really need it most of the time), Animate Weapon (his BAB kind of stinks), Safe Fall (doesn't need it much since he can fly) and my not cast Transfer Wounds much (he doesn't have the Hit Points to withstand the subdual damage very well). If you look at the set of spells this PC commonly readies, even allowing for some variation based on unusual circumstances he knows are coming, the list will probably be no more than about a third of the spells that he actually has access to.</p><p></p><p>If you are talking about limiting the available spells to less than a third of the standard selection per the rules as written, you might be excessively cutting into the power of the spellcasters. But if you don't limit it to something close to that, then I doubt the PC's will even feel much of a pinch.</p><p></p><p>Here's a very off-the-cuff suggestion that I have not considered all the ramifications of (so be warned), but what if:</p><p></p><p>1) You introduce a new spell via an NPC</p><p></p><p>2) Any of the PC spellcasters may make a Spellcraft check to try and comprehend it. Set the base DC at something like 20+Spell Level. This might be modified by how much exposure they have to the spell and to any materials that might aid them in learning it. If they've seen it cast once, apply a -10 to the roll. Lower that penalty by 2 each successive time they see the spell cast. If they have access to the notes from when the spell was originally created, give them a +4 to the check.</p><p></p><p>3) If they make the Spellcraft check, they can learn the spell as an Exotic by spending the requisite feat. If they make the check by more than 5 then let them treat the spell as though it were a Complex spell of its level. If they make the check by more than 10 then let them treat it as though it were a simple spell of its level.</p><p></p><p>4) Let them attempt the check again if they gain new ranks in Spellcraft or if they find more materials that explain how the spell works.</p><p></p><p>In this way, the dedicated spellcasters, and particularly the Magister (who's supposed to be the best at this sort of thing) are more likely to be able to use the spell and use it easily than say the Mageblade would. And I also think it keeps with the flavor of the system and how it describes magic and spells as working.</p></blockquote><p></p>
[QUOTE="Rel, post: 1492636, member: 99"] While I agree that paying a feat for a single Exotic Spell seems a little steep, I wouldn't implement in the manner you are suggesting. It heavily favors Magisters and Runethanes. If you made it based on the primary spellcasting stat bonus instead of strictly Int, that would be more fair. But it might also be overpowered. My 2nd level Verrik Mind Witch has a 20 Wis and therefore would get 5 Exotic spells for the price of one feat. That seems a bit much. As to the OP, I haven't played much AU (2 one off games and we had the first session of a campaign last night) but it seems like it might not really have that much of an impact. What I mean is this: Each spellcaster will have access to all the simple or complex spells of a given level (depending on the class and feats they take) but there is really only a relatively small subset of those spells that "work" for that character. For example, the low Str, high Dex Spryte Magister will probably focus on spells that improve his AC, keep foes at bay and let him attack from range (he probably doesn't have a lot of hit points and can't wear much in the way of armor). He probably won't use a lot of melee touch attack spells or things like Acrobatics (he doesn't really need it most of the time), Animate Weapon (his BAB kind of stinks), Safe Fall (doesn't need it much since he can fly) and my not cast Transfer Wounds much (he doesn't have the Hit Points to withstand the subdual damage very well). If you look at the set of spells this PC commonly readies, even allowing for some variation based on unusual circumstances he knows are coming, the list will probably be no more than about a third of the spells that he actually has access to. If you are talking about limiting the available spells to less than a third of the standard selection per the rules as written, you might be excessively cutting into the power of the spellcasters. But if you don't limit it to something close to that, then I doubt the PC's will even feel much of a pinch. Here's a very off-the-cuff suggestion that I have not considered all the ramifications of (so be warned), but what if: 1) You introduce a new spell via an NPC 2) Any of the PC spellcasters may make a Spellcraft check to try and comprehend it. Set the base DC at something like 20+Spell Level. This might be modified by how much exposure they have to the spell and to any materials that might aid them in learning it. If they've seen it cast once, apply a -10 to the roll. Lower that penalty by 2 each successive time they see the spell cast. If they have access to the notes from when the spell was originally created, give them a +4 to the check. 3) If they make the Spellcraft check, they can learn the spell as an Exotic by spending the requisite feat. If they make the check by more than 5 then let them treat the spell as though it were a Complex spell of its level. If they make the check by more than 10 then let them treat it as though it were a simple spell of its level. 4) Let them attempt the check again if they gain new ranks in Spellcraft or if they find more materials that explain how the spell works. In this way, the dedicated spellcasters, and particularly the Magister (who's supposed to be the best at this sort of thing) are more likely to be able to use the spell and use it easily than say the Mageblade would. And I also think it keeps with the flavor of the system and how it describes magic and spells as working. [/QUOTE]
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