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General Tabletop Discussion
*Pathfinder & Starfinder
Tear apart this magic system please (Long)
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<blockquote data-quote="mmu1" data-source="post: 750658" data-attributes="member: 319"><p>Ok...</p><p></p><p>1. Can you clarify how you calculate the amount of Mana a character has? You mention something about spellcasting modifier + Constitution modifier, but that's not what your examples look like: 2(Int)+2d4, and so on.</p><p></p><p>2. Assuming the amount of Mana were 2(Spellcasting Ability)+2(level)d4, a 20th level caster would only have an average of 140-150 Mana points. That only allows him to cast two 9th level spells (or 6 6th level, or 7 5th level) - is that intentional, to balance out spontaneous casting from a potentially unlimited spell list? Not being able to cast a lot of 9th level spells I can understand, but I think the lower-level spell costs are much too high. (I realize that your casters regenerate Mana constantly, but the 2 points/hour rate while adventuring might as well be zero when it comes to casting high-level stuff, and 10 points/hour while sleeping means that they actually get spells back slower than traditional casters). </p><p></p><p>I think it'd be better to put a limit on spells known (although a bigger one than what sorcerers or psions have), and lower the Mana costs somewhat. </p><p></p><p>3. As was mentioned already, the penalties for failed casting checks are much too severe - after 3rd level, the Fort save DCs get so high they can pretty much only be made on a natural 20, except by clerics with very high Con. That, and the skill check DCs also seem a bit high - they'd be ok, if failing didn't mean loosing all that Mana (I assume you loose the Mana on a failed check, that's another thing you should clarify) and the massive Con damage.</p><p></p><p>4. I don't think making the amount of Mana gained at leveling up random is a good idea. It has the potential to create huge differences in power between casters. If you really want a random element, it should be smaller.</p></blockquote><p></p>
[QUOTE="mmu1, post: 750658, member: 319"] Ok... 1. Can you clarify how you calculate the amount of Mana a character has? You mention something about spellcasting modifier + Constitution modifier, but that's not what your examples look like: 2(Int)+2d4, and so on. 2. Assuming the amount of Mana were 2(Spellcasting Ability)+2(level)d4, a 20th level caster would only have an average of 140-150 Mana points. That only allows him to cast two 9th level spells (or 6 6th level, or 7 5th level) - is that intentional, to balance out spontaneous casting from a potentially unlimited spell list? Not being able to cast a lot of 9th level spells I can understand, but I think the lower-level spell costs are much too high. (I realize that your casters regenerate Mana constantly, but the 2 points/hour rate while adventuring might as well be zero when it comes to casting high-level stuff, and 10 points/hour while sleeping means that they actually get spells back slower than traditional casters). I think it'd be better to put a limit on spells known (although a bigger one than what sorcerers or psions have), and lower the Mana costs somewhat. 3. As was mentioned already, the penalties for failed casting checks are much too severe - after 3rd level, the Fort save DCs get so high they can pretty much only be made on a natural 20, except by clerics with very high Con. That, and the skill check DCs also seem a bit high - they'd be ok, if failing didn't mean loosing all that Mana (I assume you loose the Mana on a failed check, that's another thing you should clarify) and the massive Con damage. 4. I don't think making the amount of Mana gained at leveling up random is a good idea. It has the potential to create huge differences in power between casters. If you really want a random element, it should be smaller. [/QUOTE]
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Tear apart this magic system please (Long)
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