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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Cost of Using Magic?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5832271" data-attributes="member: 54877"><p>(This response is completely independent of the last one.)</p><p> </p><p>It would be cleaner, I think, if you want to do something like this, to charge signifcantly extra XP for learning the "wahoo" abilities or attuning to a "wahoo" item. Make it pretty steep. But then once you get it, you can use it however you want. This cost can be flavered and constrained any number of ways to keep it under wraps.</p><p> </p><p>In the case of items, perhaps you can only so attune to so many powerful items, but you can carry as many lesser ones as you want. Then when you find something nicer, you are ought the previous attunement cost when you replace it. (No discounts, either.) </p><p> </p><p>With Vancian spells, make it so that the caster cannot use something else in that slot without losing the attunement. Like artifacts, such powerful spells have a kind of low sentience, that makes them "jealous". (Or you can go with the Rincewind model here, and that powerful spell stuck in his head that isn't ready to come out yet, albeit not nearly magically incapacitating.) </p><p> </p><p>Essentiallly, if you get the costs right, then such magic becomes an investment you make now to pay off for the next several levels. Eventually, you gain enough power where this old thing is still handy, but not completely dominant on the threats you now face. So eventually you want to replace it with something better--or in the case of spell slots, maybe drop it to free up for more variety while you attune to something more powerful.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5832271, member: 54877"] (This response is completely independent of the last one.) It would be cleaner, I think, if you want to do something like this, to charge signifcantly extra XP for learning the "wahoo" abilities or attuning to a "wahoo" item. Make it pretty steep. But then once you get it, you can use it however you want. This cost can be flavered and constrained any number of ways to keep it under wraps. In the case of items, perhaps you can only so attune to so many powerful items, but you can carry as many lesser ones as you want. Then when you find something nicer, you are ought the previous attunement cost when you replace it. (No discounts, either.) With Vancian spells, make it so that the caster cannot use something else in that slot without losing the attunement. Like artifacts, such powerful spells have a kind of low sentience, that makes them "jealous". (Or you can go with the Rincewind model here, and that powerful spell stuck in his head that isn't ready to come out yet, albeit not nearly magically incapacitating.) Essentiallly, if you get the costs right, then such magic becomes an investment you make now to pay off for the next several levels. Eventually, you gain enough power where this old thing is still handy, but not completely dominant on the threats you now face. So eventually you want to replace it with something better--or in the case of spell slots, maybe drop it to free up for more variety while you attune to something more powerful. [/QUOTE]
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Community
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The Cost of Using Magic?
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