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*Pathfinder & Starfinder
Spell-less spellcasters?
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 5525571" data-attributes="member: 43283"><p>I would urge a slight amount of caution. Different companies and different products have different sensibilities in terms of "what's balanced". So if you start pulling from multiple sources and frankensteining it, you start to run the risk of having uneven powers; possibly within a class, probably in comparison to other classes.</p><p></p><p>That's one reason why I suggested going with M&M or something. You basically want a single framework that you can run _everything_ through; that'll at least give you more consistent results and allow you to tweak/tune things easier.</p><p></p><p>So for example, if True Sorcery really turns your crank, use that as the basis for building everything. I seem to recall it functions on a "drain" principle, so that might or might not work for you. The important thing really, is being able to duplicate effects. M&M's power system, True Sorcery custom spells... whatever.</p><p></p><p>There's nothing stopping you from grabbing powers from any class or supplement you want. You just wanna know how what you're grabbing is going to play with what you've already got.</p><p></p><p>Another advantage to working with something like an effects based set of rules, is when you're looking at the theoretical cost (either in terms of Energy, Save DC vs Fatigue, whatever) of a power; if it's substantially higher than other powers of the "equivalent level" then it seems like a candidat for being bumped up the food chain.</p><p></p><p>So you'd have something like really cheap or limited powers can be At Will. A middle of the road cost ("standard") winds up being an Encounter power and really expensive ones might wind up being Dailies. Or whatever.</p><p></p><p>Just something to think about. Lord knows you shouldn't simply take my suggestions for everything, but give a think. That way you're more likely to be designing in a consistent space and it'll be easier to start troubleshooting when things go pear-shaped.</p><p></p><p>And when you're dealing with the 3.x spell system, that's pretty likely. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 5525571, member: 43283"] I would urge a slight amount of caution. Different companies and different products have different sensibilities in terms of "what's balanced". So if you start pulling from multiple sources and frankensteining it, you start to run the risk of having uneven powers; possibly within a class, probably in comparison to other classes. That's one reason why I suggested going with M&M or something. You basically want a single framework that you can run _everything_ through; that'll at least give you more consistent results and allow you to tweak/tune things easier. So for example, if True Sorcery really turns your crank, use that as the basis for building everything. I seem to recall it functions on a "drain" principle, so that might or might not work for you. The important thing really, is being able to duplicate effects. M&M's power system, True Sorcery custom spells... whatever. There's nothing stopping you from grabbing powers from any class or supplement you want. You just wanna know how what you're grabbing is going to play with what you've already got. Another advantage to working with something like an effects based set of rules, is when you're looking at the theoretical cost (either in terms of Energy, Save DC vs Fatigue, whatever) of a power; if it's substantially higher than other powers of the "equivalent level" then it seems like a candidat for being bumped up the food chain. So you'd have something like really cheap or limited powers can be At Will. A middle of the road cost ("standard") winds up being an Encounter power and really expensive ones might wind up being Dailies. Or whatever. Just something to think about. Lord knows you shouldn't simply take my suggestions for everything, but give a think. That way you're more likely to be designing in a consistent space and it'll be easier to start troubleshooting when things go pear-shaped. And when you're dealing with the 3.x spell system, that's pretty likely. :D [/QUOTE]
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