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*Pathfinder & Starfinder
New Class - Spell Weaver
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<blockquote data-quote="Thia Halmades" data-source="post: 2700026" data-attributes="member: 35863"><p>*cocks head to one side, ponders. Flips ears back and forth, chews nails. Opens mouth. Shuts it. Keeps thinking*</p><p></p><p>Okay. *not yet, wait for it*</p><p></p><p>Okay, really, okay. I think. Here's the thing. I'm already using a similar concept in my campaign, but I'm basing it off of ley lines - the currents of mystical power that bind the world together and fuel magic, almost as an element unto itself. I *love* the idea of a Spell Weaver casting type, and I think that you're on to something amazingly cool, but I don't think it's well balanced. The incorporation of magic as an element is great, but other than the 'gimmick' of weaving magic, I don't see a strong identity for this class.</p><p></p><p>I have a similar problem with some of the WotC classes as well; I don't quite see, unless you've got more than one of them, how they would work well in a group with a moderate to heavy combat ratio. The practicioner is almost forced to take 'Sturdy Caster' in order to effectively cast spells in combat, especially higher level combats where the ability to toss 5th+ level magic quickly and reliably is a necessity.</p><p></p><p>So, some thoughts on how to possibly improve this from the design stage where it is. Question one; other than the free feats which are granted to the class at its outset (front loading) how is staying with the class beneficial? Unless there's another Weaver in the area, their magics are severely hampered. What are the time restrictions placed on item development? If the focus of the class is purely to develop items, than would it be more reasonable to build it in as a PrC which <em>requires</em> a certain number of prerequisite feats to take.</p><p></p><p>Can you clarify how a lone Weaver can be effective in combat, compared to a Wiz, Sor, Dru or Clr? I'm asking that purely for balance (questionable as that word is) purposes. While D&D isn't balanced for PvP, it is designed in such a way that everyone can contribute to combat effectively.</p><p></p><p>Following that, I'm grasping that the world structure you're arguing for here doesn't show a strong distinction between Divine & Arcane magic, which is a massive discussion I'll leave out of this thread, but what is the balance of how many spells a Weaver attains, and assuming they aren't fatigued, is there a limit to the number of times per day they can cast? If you create a sort of homogonized caster, and make it too easy to sling spells, then no one else will want to play the other classes. If it's too difficult (which it seems, right now, it is) then it holds no tangible benefit beyond granting a tremendous stack of construction feats at level one.</p><p></p><p>Unweaving: Are you saying that the class can simply unweave, aka counter, anything they say? As in, "Nice summoned Dragon - <em>unweave</em>." "Ah, good sir, I see you casting Limited Wish. Or not. <em>Unweave</em>." Is it a limited effect (existing spells/items) in which they can just undo anything they don't like? Is a save involved for the item or caster? Can they just outright counter anything in their path? I'm not sure how this works mechanically. Do they have a free, permanent <em>Dispel Magic</em>?</p><p></p><p>Harder to Resist: This is decent, but where is the ability to get the spell off quickly, effectively & consecutively?</p><p></p><p>So, at first blush, the big things I'm taking issue with are:</p><p></p><p>- Combat efficiency against other base casting classes</p><p>- Front Loading, too many feats which are too good up front</p><p>- Identity Crisis; what is their niche in a party? What can they do well in combat?</p><p>- Casting style; is this really worthwhile in the long run, considering the massive amount of additional PC/NPC interaction is required to simply toss a Fireball?</p><p></p><p>Some thoughts & questions.</p></blockquote><p></p>
[QUOTE="Thia Halmades, post: 2700026, member: 35863"] *cocks head to one side, ponders. Flips ears back and forth, chews nails. Opens mouth. Shuts it. Keeps thinking* Okay. *not yet, wait for it* Okay, really, okay. I think. Here's the thing. I'm already using a similar concept in my campaign, but I'm basing it off of ley lines - the currents of mystical power that bind the world together and fuel magic, almost as an element unto itself. I *love* the idea of a Spell Weaver casting type, and I think that you're on to something amazingly cool, but I don't think it's well balanced. The incorporation of magic as an element is great, but other than the 'gimmick' of weaving magic, I don't see a strong identity for this class. I have a similar problem with some of the WotC classes as well; I don't quite see, unless you've got more than one of them, how they would work well in a group with a moderate to heavy combat ratio. The practicioner is almost forced to take 'Sturdy Caster' in order to effectively cast spells in combat, especially higher level combats where the ability to toss 5th+ level magic quickly and reliably is a necessity. So, some thoughts on how to possibly improve this from the design stage where it is. Question one; other than the free feats which are granted to the class at its outset (front loading) how is staying with the class beneficial? Unless there's another Weaver in the area, their magics are severely hampered. What are the time restrictions placed on item development? If the focus of the class is purely to develop items, than would it be more reasonable to build it in as a PrC which [I]requires[/I] a certain number of prerequisite feats to take. Can you clarify how a lone Weaver can be effective in combat, compared to a Wiz, Sor, Dru or Clr? I'm asking that purely for balance (questionable as that word is) purposes. While D&D isn't balanced for PvP, it is designed in such a way that everyone can contribute to combat effectively. Following that, I'm grasping that the world structure you're arguing for here doesn't show a strong distinction between Divine & Arcane magic, which is a massive discussion I'll leave out of this thread, but what is the balance of how many spells a Weaver attains, and assuming they aren't fatigued, is there a limit to the number of times per day they can cast? If you create a sort of homogonized caster, and make it too easy to sling spells, then no one else will want to play the other classes. If it's too difficult (which it seems, right now, it is) then it holds no tangible benefit beyond granting a tremendous stack of construction feats at level one. Unweaving: Are you saying that the class can simply unweave, aka counter, anything they say? As in, "Nice summoned Dragon - [I]unweave[/I]." "Ah, good sir, I see you casting Limited Wish. Or not. [I]Unweave[/I]." Is it a limited effect (existing spells/items) in which they can just undo anything they don't like? Is a save involved for the item or caster? Can they just outright counter anything in their path? I'm not sure how this works mechanically. Do they have a free, permanent [I]Dispel Magic[/I]? Harder to Resist: This is decent, but where is the ability to get the spell off quickly, effectively & consecutively? So, at first blush, the big things I'm taking issue with are: - Combat efficiency against other base casting classes - Front Loading, too many feats which are too good up front - Identity Crisis; what is their niche in a party? What can they do well in combat? - Casting style; is this really worthwhile in the long run, considering the massive amount of additional PC/NPC interaction is required to simply toss a Fireball? Some thoughts & questions. [/QUOTE]
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