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*Pathfinder & Starfinder
The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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<blockquote data-quote="Crazy Jerome" data-source="post: 5989822" data-attributes="member: 54877"><p>@<u><a href="http://www.enworld.org/forum/member.php?u=882" target="_blank">Chris_Nightwing</a></u> , I think there is one key bit missing from your proposal, namely that if some spells are allowed to "circumvent the mechanics," then your structure doesn't really handle this. It mutes it, by putting off the breaking spells to a later level and capping them, but that is across the board. That might be enough; I don't know.</p><p> </p><p>However, I tend to think that there are spells that are appropriately specified (i.e. correct level, reasonable mechanics, matching flavor) that are ok in some situations, but game breaking in others. Teleport is obviously one. It's the wizard having widespread access to the full range that is the problem, even more than exactly when he gets that access. So without barring a whole school, a solution that bars the wizards from "circumvent the mechanics" spells without the appropriate level of specialty, would be nice. (Every wizard eventually gets some personal teleport, but only the appropriate specialists might get the ability to teleport others, for example.)</p><p> </p><p>Arcana Evolved's three categories of <strong>access</strong>, simple, complex, and exotic, have a lot of appeal, especially if they are used even more strictly mechanically than what AE does. (AE made some spells exotic because they were odd, rather than powerful. Thus no one would take them unless the spell really appealled. This is fine from an AD&D perspective--i.e. limiting demi-human population in the player base to simulate limited demi-human population in characters, by level caps. It's not so hot at addressing the issues in this topic.)</p><p> </p><p>As crazy as it sounds, the possiblity of putting some meaningful limits on the wizards (and other casters) means running the risk of under-powering them, like the early D&D low-level wizard. Not saying that your structure would do that, but the "muting" effect is going to be rather coarse-grained, which means that it would be pretty difficult to get the numbers exactly right.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5989822, member: 54877"] @[U][URL="http://www.enworld.org/forum/member.php?u=882"]Chris_Nightwing[/URL][/U] , I think there is one key bit missing from your proposal, namely that if some spells are allowed to "circumvent the mechanics," then your structure doesn't really handle this. It mutes it, by putting off the breaking spells to a later level and capping them, but that is across the board. That might be enough; I don't know. However, I tend to think that there are spells that are appropriately specified (i.e. correct level, reasonable mechanics, matching flavor) that are ok in some situations, but game breaking in others. Teleport is obviously one. It's the wizard having widespread access to the full range that is the problem, even more than exactly when he gets that access. So without barring a whole school, a solution that bars the wizards from "circumvent the mechanics" spells without the appropriate level of specialty, would be nice. (Every wizard eventually gets some personal teleport, but only the appropriate specialists might get the ability to teleport others, for example.) Arcana Evolved's three categories of [B]access[/B], simple, complex, and exotic, have a lot of appeal, especially if they are used even more strictly mechanically than what AE does. (AE made some spells exotic because they were odd, rather than powerful. Thus no one would take them unless the spell really appealled. This is fine from an AD&D perspective--i.e. limiting demi-human population in the player base to simulate limited demi-human population in characters, by level caps. It's not so hot at addressing the issues in this topic.) As crazy as it sounds, the possiblity of putting some meaningful limits on the wizards (and other casters) means running the risk of under-powering them, like the early D&D low-level wizard. Not saying that your structure would do that, but the "muting" effect is going to be rather coarse-grained, which means that it would be pretty difficult to get the numbers exactly right. [/QUOTE]
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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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