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General Tabletop Discussion
*Pathfinder & Starfinder
Separating Attack and Utility Spell Slots
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 5937656" data-attributes="member: 9249"><p>I want to see rituals expanded considerably beyond their use in 4e, but I'm not so certain I want to see all 'utility' effects relegated to ritual status-- sometimes you need to teleport to a specific place today, and sometimes you need to teleport anywhere but here right the Hell <strong>now</strong>, and the latter should absolutely expend your daily combat resources.</p><p></p><p>Honestly, I think there's a huge variance in the category of 'utility spells', such that some of them should be practically at-will, some that should require spell slots, some that should require expensive material components, and some that should just take a long damn time to cast.</p><p></p><p>For instance, <em>comprehend languages</em> shouldn't be a spell slot and it shouldn't take long to cast-- but you shouldn't be able to cast it instantly. If it took a minute or so to cast, it would be a powerful utility... but useless if you weren't prepared for the encounter. Someone who chose to learn the language would be able to speak instantly.</p><p></p><p><em>Knock</em> should always cost money, and it should always take longer than a Rogue with a set of lockpicks. If you ever need to cast it in combat, <strong>tough</strong>-- you should have brought a thief with you.</p><p></p><p><em>Teleport</em> is a good example of something that should cost a spell slot if you need it now, but something you should be able to do at-will as long as the casting time is longer than the duration of all your buffs.</p><p></p><p><em>Raise dead</em> and the like shouldn't cost spell slots, but it should take a damn long time to cast, cost you a lot of money, and have other drawbacks.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 5937656, member: 9249"] I want to see rituals expanded considerably beyond their use in 4e, but I'm not so certain I want to see all 'utility' effects relegated to ritual status-- sometimes you need to teleport to a specific place today, and sometimes you need to teleport anywhere but here right the Hell [b]now[/b], and the latter should absolutely expend your daily combat resources. Honestly, I think there's a huge variance in the category of 'utility spells', such that some of them should be practically at-will, some that should require spell slots, some that should require expensive material components, and some that should just take a long damn time to cast. For instance, [i]comprehend languages[/i] shouldn't be a spell slot and it shouldn't take long to cast-- but you shouldn't be able to cast it instantly. If it took a minute or so to cast, it would be a powerful utility... but useless if you weren't prepared for the encounter. Someone who chose to learn the language would be able to speak instantly. [i]Knock[/i] should always cost money, and it should always take longer than a Rogue with a set of lockpicks. If you ever need to cast it in combat, [b]tough[/b]-- you should have brought a thief with you. [i]Teleport[/i] is a good example of something that should cost a spell slot if you need it now, but something you should be able to do at-will as long as the casting time is longer than the duration of all your buffs. [i]Raise dead[/i] and the like shouldn't cost spell slots, but it should take a damn long time to cast, cost you a lot of money, and have other drawbacks. [/QUOTE]
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Separating Attack and Utility Spell Slots
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