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Community
General Tabletop Discussion
*Pathfinder & Starfinder
New magic system...(long)
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<blockquote data-quote="Broken Fang" data-source="post: 276442" data-attributes="member: 3172"><p>I like the idea (somewhat RuneQuest like) but it seems more complicated (like someone said lots of charts) and pretty harsh.</p><p></p><p>Say for example we have some 20th level Necromancer. He has a channel bonus of say +30 (20 for level and 10 for attribute and misc.) He wants to cast your example of Animate Dead (10 medium-size, permanent) MT = 83. So on average he needs 5-6 rounds to cast the spell. During those rounds he has 10 make a DC 10, 11, 12, 13, 14. and possible 15 Fort. save (his worse) and if he rolls a 1 bad things can happen. Sounds pretty tough.</p><p></p><p>I do like the idea though...I'm just not sure it would be fesable to play a mage. Playtest it lots! At first level your only looking at a channel bonus of, if lucky, +5.</p><p></p><p>Magic Missile</p><p>Range - Med +15</p><p>Duration - Instant +1</p><p># Affected - 1 +3</p><p># of dice - 1 +3</p><p>TOTAL = 22</p><p></p><p>So your 1st level on average needs 2 rounds to throw a MM. He also needs to make that DC 10 and 11 Fort save with his lame Fort save. It looks like he could cast them all day but it would be tough.</p></blockquote><p></p>
[QUOTE="Broken Fang, post: 276442, member: 3172"] I like the idea (somewhat RuneQuest like) but it seems more complicated (like someone said lots of charts) and pretty harsh. Say for example we have some 20th level Necromancer. He has a channel bonus of say +30 (20 for level and 10 for attribute and misc.) He wants to cast your example of Animate Dead (10 medium-size, permanent) MT = 83. So on average he needs 5-6 rounds to cast the spell. During those rounds he has 10 make a DC 10, 11, 12, 13, 14. and possible 15 Fort. save (his worse) and if he rolls a 1 bad things can happen. Sounds pretty tough. I do like the idea though...I'm just not sure it would be fesable to play a mage. Playtest it lots! At first level your only looking at a channel bonus of, if lucky, +5. Magic Missile Range - Med +15 Duration - Instant +1 # Affected - 1 +3 # of dice - 1 +3 TOTAL = 22 So your 1st level on average needs 2 rounds to throw a MM. He also needs to make that DC 10 and 11 Fort save with his lame Fort save. It looks like he could cast them all day but it would be tough. [/QUOTE]
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