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*Pathfinder & Starfinder
Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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<blockquote data-quote="Zoatebix" data-source="post: 1418997" data-attributes="member: 11401"><p>I doubt if this is helpful, but I think that there are aspects to the Arcana Unearthed magic system that make it different enough from D&D to warrant the weird 'spell weaving' ratios. I could be mistaken about this, though.</p><p></p><p>It seems that in general AU spells scale better with caster-level than core spells do. This is compounded by the complexity of the spell, too - complex spells scale better that simple spells, and exotic spells scale better than complex spells.</p><p></p><p>The result is that you could have a 1st or 2nd level spell that would be the absolute best thing to cast in a given situation, but because you decided to weave your lower level magic to fry bad guys all day long, you only have high level slots left, which are essentially useless. The argument is that the AU system tries to simulate finesse being harder than brute force, I guess.</p><p></p><p>I think that concept was integrated into the AU spell system from the beginning. Unlike the PH system, you don't need a minimum ability score to cast spells of a certain level - as long as you have a 10 or 11 and the right class levels, you're good all the way through 9th level spells. The PH explicitly states that you can prepare a lower level spell in a higher level slot. The AU spell system takes away that option, because Cook made sure that a few lower-level spell effects couldn't be replicated with higher-level magic.</p><p></p><p>I don't know what would work best with the Core system, but I hope I shed some light on some possible reasons why spell-weaving in AU is seemingly illogical.</p><p></p><p>Edit: I am posting at Monte Cook.com to see if this analysis misses anything...</p><p>-z</p></blockquote><p></p>
[QUOTE="Zoatebix, post: 1418997, member: 11401"] I doubt if this is helpful, but I think that there are aspects to the Arcana Unearthed magic system that make it different enough from D&D to warrant the weird 'spell weaving' ratios. I could be mistaken about this, though. It seems that in general AU spells scale better with caster-level than core spells do. This is compounded by the complexity of the spell, too - complex spells scale better that simple spells, and exotic spells scale better than complex spells. The result is that you could have a 1st or 2nd level spell that would be the absolute best thing to cast in a given situation, but because you decided to weave your lower level magic to fry bad guys all day long, you only have high level slots left, which are essentially useless. The argument is that the AU system tries to simulate finesse being harder than brute force, I guess. I think that concept was integrated into the AU spell system from the beginning. Unlike the PH system, you don't need a minimum ability score to cast spells of a certain level - as long as you have a 10 or 11 and the right class levels, you're good all the way through 9th level spells. The PH explicitly states that you can prepare a lower level spell in a higher level slot. The AU spell system takes away that option, because Cook made sure that a few lower-level spell effects couldn't be replicated with higher-level magic. I don't know what would work best with the Core system, but I hope I shed some light on some possible reasons why spell-weaving in AU is seemingly illogical. Edit: I am posting at Monte Cook.com to see if this analysis misses anything... -z [/QUOTE]
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