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*Pathfinder & Starfinder
need help with permanent detect magic
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<blockquote data-quote="Jack Simth" data-source="post: 4646550" data-attributes="member: 29252"><p>... 3-4 times as long compared to what? He's spending three rounds every sixty feet - less than that, actually, as if he preceeds the party when checking an area for magic, he only needs a single round to know whether or not there's any magic present that he can detect. Every sixty feet of walking, he spends one standard action. As you get both a move and a standard action in a round, that's essentially a standard walking pace (assuming a base 30-foot movement score).</p><p></p><p>Compare to the party who has a rogue who checks every five-foot square for traps. The rogue takes a full-round action for each five feet of travel. Rogue-using party takes 12 rounds to travel sixty feet. The mage using Detect Magic, running the full three-round check every sixty feet, takes five rounds to go sixty feet, at one action (move or standard) per round. If he walks and concentrates, stopping only when he detects something (perfectly valid, RAW) then he's traveling at exactly the same pace as normal walking. The mage in question isn't spending much (if any) extra time at all, unless you're comparing to simply walking through a dangerous area with no precautions (which is seriously out of character if traps are known to exist).</p><p></p><p>... how's it metagaming? He's a caster (Detect Magic is a personal spell, and can only be made permanent with regards to oneself - he either cast both spells personally, got them from scrolls, or similar), seeking <em>magic</em>. If magic traps are known to exist, this is a perfectly in-character response. If hidden caches of magic loot are known to exist, this is a perfectly in-character response. If knowing whether an object is magic or not is important, this is a perfectly in-character response. Seriously - he's not using any info that's not fully in character (unless he has no/very few ranks in Knowelege(Aracana) or Spellcraft, anyway). </p><p></p><p>How is it cheesy? Once you get past the "magic" thing in the first place, how is it something that wouldn't work outside of the game mechanics? Is letting the party rogue conserve actions in searching for the good stuff/nastier traps "broken"?</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4646550, member: 29252"] ... 3-4 times as long compared to what? He's spending three rounds every sixty feet - less than that, actually, as if he preceeds the party when checking an area for magic, he only needs a single round to know whether or not there's any magic present that he can detect. Every sixty feet of walking, he spends one standard action. As you get both a move and a standard action in a round, that's essentially a standard walking pace (assuming a base 30-foot movement score). Compare to the party who has a rogue who checks every five-foot square for traps. The rogue takes a full-round action for each five feet of travel. Rogue-using party takes 12 rounds to travel sixty feet. The mage using Detect Magic, running the full three-round check every sixty feet, takes five rounds to go sixty feet, at one action (move or standard) per round. If he walks and concentrates, stopping only when he detects something (perfectly valid, RAW) then he's traveling at exactly the same pace as normal walking. The mage in question isn't spending much (if any) extra time at all, unless you're comparing to simply walking through a dangerous area with no precautions (which is seriously out of character if traps are known to exist). ... how's it metagaming? He's a caster (Detect Magic is a personal spell, and can only be made permanent with regards to oneself - he either cast both spells personally, got them from scrolls, or similar), seeking [i]magic[/i]. If magic traps are known to exist, this is a perfectly in-character response. If hidden caches of magic loot are known to exist, this is a perfectly in-character response. If knowing whether an object is magic or not is important, this is a perfectly in-character response. Seriously - he's not using any info that's not fully in character (unless he has no/very few ranks in Knowelege(Aracana) or Spellcraft, anyway). How is it cheesy? Once you get past the "magic" thing in the first place, how is it something that wouldn't work outside of the game mechanics? Is letting the party rogue conserve actions in searching for the good stuff/nastier traps "broken"? [/QUOTE]
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