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General Tabletop Discussion
*Pathfinder & Starfinder
Spells Are Magic Items (Fighters vs. Wizards!)
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<blockquote data-quote="howandwhy99" data-source="post: 5840213" data-attributes="member: 3192"><p>I like the middle ground. Custom equipment ordering was also old school. Draw it up on a piece of paper and maybe that NPC pounding on the anvil could construct something like that for you.</p><p></p><p>Magic-Users did get 2 spells / level they could custom create or they could just pick from available lists (like their trainers). This meant custom designed spells unique to the caster (divine casters too, but in another way). You could even call them your own (e.g. Melf's Acid Arrow or Haroo's Bovine Bloating).</p><p></p><p>Fighters could create different fighting styles too, if they so desired. It wasn't all two-handed lochaber axes, katana and wakazashi, or gladius and scutum.</p><p></p><p>On the flip side, not everything was free and easy. PCs were not NPCs with NPC classes. They hadn't spent years of their lives trying to become a better weaver (though you could trade off for that, if you were willing to age and give up the years). Fighters did not have access to trainers of every known style of fighting. Neither did Wizards have access to every spells known in the world. (Both were limited by their mentors)</p><p></p><p>I like spell learning for arcane casters, 'cause then they actually have to work at magic (unlike those divine twerps who just receive 'em via revelation). % chance to learn for each spell, 1/level/spell. Even if they failed, M-Us could roll again for Invisibility next level or choose it this level as one of their 2 freebies. (Divine casters weren't really primarily casters in the same way they weren't really primarily fighters either, but that's another story)</p><p></p><p>Spells were definitely treasure for arcane casters, like arms and armor were for fighters. Equipment didn't have to be magical to be useful. Magic was the for magic-users anyways, magic weapons were just crossover.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5840213, member: 3192"] I like the middle ground. Custom equipment ordering was also old school. Draw it up on a piece of paper and maybe that NPC pounding on the anvil could construct something like that for you. Magic-Users did get 2 spells / level they could custom create or they could just pick from available lists (like their trainers). This meant custom designed spells unique to the caster (divine casters too, but in another way). You could even call them your own (e.g. Melf's Acid Arrow or Haroo's Bovine Bloating). Fighters could create different fighting styles too, if they so desired. It wasn't all two-handed lochaber axes, katana and wakazashi, or gladius and scutum. On the flip side, not everything was free and easy. PCs were not NPCs with NPC classes. They hadn't spent years of their lives trying to become a better weaver (though you could trade off for that, if you were willing to age and give up the years). Fighters did not have access to trainers of every known style of fighting. Neither did Wizards have access to every spells known in the world. (Both were limited by their mentors) I like spell learning for arcane casters, 'cause then they actually have to work at magic (unlike those divine twerps who just receive 'em via revelation). % chance to learn for each spell, 1/level/spell. Even if they failed, M-Us could roll again for Invisibility next level or choose it this level as one of their 2 freebies. (Divine casters weren't really primarily casters in the same way they weren't really primarily fighters either, but that's another story) Spells were definitely treasure for arcane casters, like arms and armor were for fighters. Equipment didn't have to be magical to be useful. Magic was the for magic-users anyways, magic weapons were just crossover. [/QUOTE]
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