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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: 1424105" data-attributes="member: 11401"><p>Hagen kirk over on Monte's boards provided a rather extreme example of what one can accomplish with the AU unraveling rules:</p><p></p><p></p><p>(I had to use periods to get the number to line up right, sorry)</p><p></p><p>So you give up two 9th-level spells, don't lose any 8th-level spells, double your 1-7th level spells, and triple your 0th-level spells. You're trading down almost all of your magic, but you're only really giving up two ninth level slots. This is a lot more powerful that the feat we're discussion, at least in terms of number of spell levels.</p><p></p><p>Or course, you can't do any more weaving with any of these besides six 0-level spells, and one 9th-level spell you could still unravel into two more 8ths.</p><p></p><p>Personally, I think the feat 'unravel spell' has a much safer mechanic (n-1 spell levels) for use with the core spellcasting rules, while still affording new flexibility. I don't think the n-1 unravel or the n+1 weave are overpowering in and of themselves - but combined with other powers they could make a too-powerful class. Maybe they could be part of a 'path' similar to the Ranger's choice of two-weapon fighting or archery. I'm not sure which comprable ability one would have to give up to use weaving/unraveling, though, nor at what level one would pick a path...</p><p></p><p>-z</p><p>P.S. - I was totally wrong about the minimum ability score requirment thing for AU spells. I must have been really tired that night...</p></blockquote><p></p>
[QUOTE="Zoatebix, post: 1424105, member: 11401"] Hagen kirk over on Monte's boards provided a rather extreme example of what one can accomplish with the AU unraveling rules: (I had to use periods to get the number to line up right, sorry) So you give up two 9th-level spells, don't lose any 8th-level spells, double your 1-7th level spells, and triple your 0th-level spells. You're trading down almost all of your magic, but you're only really giving up two ninth level slots. This is a lot more powerful that the feat we're discussion, at least in terms of number of spell levels. Or course, you can't do any more weaving with any of these besides six 0-level spells, and one 9th-level spell you could still unravel into two more 8ths. Personally, I think the feat 'unravel spell' has a much safer mechanic (n-1 spell levels) for use with the core spellcasting rules, while still affording new flexibility. I don't think the n-1 unravel or the n+1 weave are overpowering in and of themselves - but combined with other powers they could make a too-powerful class. Maybe they could be part of a 'path' similar to the Ranger's choice of two-weapon fighting or archery. I'm not sure which comprable ability one would have to give up to use weaving/unraveling, though, nor at what level one would pick a path... -z P.S. - I was totally wrong about the minimum ability score requirment thing for AU spells. I must have been really tired that night... [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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