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*Pathfinder & Starfinder
Rejigging caster level
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<blockquote data-quote="Spenser" data-source="post: 232292" data-attributes="member: 5311"><p>hong,</p><p></p><p>Very interesting idea! The explanation that caster potency reflects your inner "strength of spirit" or some such is certainly plausible enough for me. However...</p><p></p><p>First, a smaller objection. I don't think melee/spellcasters are too weak. I've played with fighter/wizards, barbarian/clerics, and the like who were evenly split... and they were quite effective in melee combat. Not quite as effective as a straight fighter... but with properly chosen spells and feats, they were <em>reasonably</em> close, plus they had all sorts of nifty non-combat magical abilities. The melee/spellcaster combo seems balanced enough to me. A spellcaster/spellcaster combo, on the other hand, does strike me as pretty poor. I've never seen a cleric/wizard in my campaign, and probably for good reason. (Then again, who knows... the people I play with have a habit of surprising me with creative ways of making their character effective.)</p><p></p><p>Second: there are too many low-level spells that scale up very well at high levels. You mention one example: Magic Missile. Invest one level in sorcerer, get 5 missiles. That's 17 points of damage that's very hard to avoid... which I think is pretty decent even at the higher levels (particularly when haste is ubiquitous, and you would just fire off five missiles as your partial action).</p><p></p><p>So that makes me a bit wary. But, okay, five Magic Missiles isn't <em>terribly</em> unbalancing. So let's pick a better example. Divine Favor. I think any fighter would have to be crazy not to take one level of cleric and get +6 luck bonus to hit and damage with a first level spell. Stack that with Shield of Faith: +5 deflection AC for 20 minutes. Or consider the 17Rog/3Drd, melee touching with flameblade (1D8+10+sneak) and protected with fully powered-up barkskin (+5 natural armor for 3 hours, 20 minutes). </p><p></p><p>Now, of course 20th-level characters can and should be very powerful. I just think that because of how many D&D spells scale, the tradeoff is just too good. With this system in place, a 19Ftr/1Clr would be (I think) a lot better at melee than a 20Ftr -- and have nifty noncombat spells to boot. There's too much return for too small an investment.</p></blockquote><p></p>
[QUOTE="Spenser, post: 232292, member: 5311"] hong, Very interesting idea! The explanation that caster potency reflects your inner "strength of spirit" or some such is certainly plausible enough for me. However... First, a smaller objection. I don't think melee/spellcasters are too weak. I've played with fighter/wizards, barbarian/clerics, and the like who were evenly split... and they were quite effective in melee combat. Not quite as effective as a straight fighter... but with properly chosen spells and feats, they were [I]reasonably[/I] close, plus they had all sorts of nifty non-combat magical abilities. The melee/spellcaster combo seems balanced enough to me. A spellcaster/spellcaster combo, on the other hand, does strike me as pretty poor. I've never seen a cleric/wizard in my campaign, and probably for good reason. (Then again, who knows... the people I play with have a habit of surprising me with creative ways of making their character effective.) Second: there are too many low-level spells that scale up very well at high levels. You mention one example: Magic Missile. Invest one level in sorcerer, get 5 missiles. That's 17 points of damage that's very hard to avoid... which I think is pretty decent even at the higher levels (particularly when haste is ubiquitous, and you would just fire off five missiles as your partial action). So that makes me a bit wary. But, okay, five Magic Missiles isn't [I]terribly[/I] unbalancing. So let's pick a better example. Divine Favor. I think any fighter would have to be crazy not to take one level of cleric and get +6 luck bonus to hit and damage with a first level spell. Stack that with Shield of Faith: +5 deflection AC for 20 minutes. Or consider the 17Rog/3Drd, melee touching with flameblade (1D8+10+sneak) and protected with fully powered-up barkskin (+5 natural armor for 3 hours, 20 minutes). Now, of course 20th-level characters can and should be very powerful. I just think that because of how many D&D spells scale, the tradeoff is just too good. With this system in place, a 19Ftr/1Clr would be (I think) a lot better at melee than a 20Ftr -- and have nifty noncombat spells to boot. There's too much return for too small an investment. [/QUOTE]
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