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General Tabletop Discussion
*Pathfinder & Starfinder
Reworking the magic system
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<blockquote data-quote="Tinker" data-source="post: 3139415" data-attributes="member: 46684"><p>Re the types of magic:</p><p></p><p>Can you explain why you've chosen the casting stats you have? I see the logic of Intelligence being the most studious and Charisma the least, and the difference of Wis for Divine and Int for Arcane has a venerable pedigree, but I'm not sure why Divine and Green magic should differ in the way they do. </p><p></p><p>Can you explain a bit more about life energies? In the traditional DnD world view positive and negative energy are more of a Divine thing. </p><p></p><p>Sorry if I'm being crashingly ignorant due to posting before reading more than a few threads off this site, but what do you mean by Vancian spell valences? I've read some Vance so I might understand a very short explanation, but I'm not sure exactly what in the rules this refers to. </p><p></p><p></p><p>Re classes spoiler</p><p></p><p>I think Cleric is the ideal name for a studied Divine caster, because of its semantic associations with book-work. How about Mystic for the instinctive version?</p><p></p><p>Personally, I think that you only need core classes for the pure types. You can emulate the mixed classes by multi-classing, especially if you expand the flexible parts of the rules, like feats, to give the pure classes potential access to a wider range of abilities. Sneak Attack being a perfect example. </p><p></p><p>A bit harsh on Bards?! You can just say they're warrior-minor, expert-minor and arcane-main (instinctive), or something along those lines. </p><p></p><p>Do you not use psionics? They would be another type of caster if you want to include them in the campaign. </p><p></p><p></p><p> </p><p></p><p>I agree entirely - the flip side of this answer is that you'd need to change the rules for spellcasting a lot to have the same kind of flexibility. If you retain approximately the core rules for spellcasting then either you need separate classes to allow multi-classing between them, or the different kinds of caster are exclusive and if you follow one path you can't do another. </p><p></p><p></p><p>Speaking of changing the rules for spellcasting classes, I will have to check out this True20 thing suggested by GreatLemur. I'm gestating a reworking of the core classes myself. I've thought on somewhat similar lines to those outlined by Al in the off-topic bit. Al - do you mind this thread being taken over by discussion on that, or do you want to start another thread or an off-board discussion?</p></blockquote><p></p>
[QUOTE="Tinker, post: 3139415, member: 46684"] Re the types of magic: Can you explain why you've chosen the casting stats you have? I see the logic of Intelligence being the most studious and Charisma the least, and the difference of Wis for Divine and Int for Arcane has a venerable pedigree, but I'm not sure why Divine and Green magic should differ in the way they do. Can you explain a bit more about life energies? In the traditional DnD world view positive and negative energy are more of a Divine thing. Sorry if I'm being crashingly ignorant due to posting before reading more than a few threads off this site, but what do you mean by Vancian spell valences? I've read some Vance so I might understand a very short explanation, but I'm not sure exactly what in the rules this refers to. Re classes spoiler I think Cleric is the ideal name for a studied Divine caster, because of its semantic associations with book-work. How about Mystic for the instinctive version? Personally, I think that you only need core classes for the pure types. You can emulate the mixed classes by multi-classing, especially if you expand the flexible parts of the rules, like feats, to give the pure classes potential access to a wider range of abilities. Sneak Attack being a perfect example. A bit harsh on Bards?! You can just say they're warrior-minor, expert-minor and arcane-main (instinctive), or something along those lines. Do you not use psionics? They would be another type of caster if you want to include them in the campaign. I agree entirely - the flip side of this answer is that you'd need to change the rules for spellcasting a lot to have the same kind of flexibility. If you retain approximately the core rules for spellcasting then either you need separate classes to allow multi-classing between them, or the different kinds of caster are exclusive and if you follow one path you can't do another. Speaking of changing the rules for spellcasting classes, I will have to check out this True20 thing suggested by GreatLemur. I'm gestating a reworking of the core classes myself. I've thought on somewhat similar lines to those outlined by Al in the off-topic bit. Al - do you mind this thread being taken over by discussion on that, or do you want to start another thread or an off-board discussion? [/QUOTE]
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