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General Tabletop Discussion
*Pathfinder & Starfinder
Throwing down the Tyranny of the Spellcaster.
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<blockquote data-quote="FireLance" data-source="post: 5863077" data-attributes="member: 3424"><p>I'd say have everything, and let the individual player decide what he wants for his spellcaster.</p><p></p><p>At the base is a system of at-will magic, balanced by being of low power and unreliable. This is the province of darts (or javelins) of fire that require an attack roll to hit and deal slightly less damage than a melee or ranged attack from a fighter.</p><p></p><p>Then, add a system of more powerful, more reliable spells, but limited in terms of resources. Resource limits must continue as the character gains levels: maybe no more than ten spell slots at any one time, with no more than half being of the highest level available to the spellcaster.</p><p></p><p>Then, give the spellcaster the option to reduce the power of his spells in exchange for more spells: breaking up an N level slot into two N-2 level slots, for example.</p><p></p><p>Then, give the spellcaster the option to trade limited options for more spells. Maybe if at least one-third of the spells that the spellcaster prepares for the day are of a particular school or type, he gets a slot which he can only use for spells of that school or type.</p><p></p><p>Then, give the spellcaster the option to trade longer casting time for more power. Some spells can have lesser effects if cast in just one round, and greater effects if cast over two or more rounds. Of course, the payoff must be worth the wait.</p></blockquote><p></p>
[QUOTE="FireLance, post: 5863077, member: 3424"] I'd say have everything, and let the individual player decide what he wants for his spellcaster. At the base is a system of at-will magic, balanced by being of low power and unreliable. This is the province of darts (or javelins) of fire that require an attack roll to hit and deal slightly less damage than a melee or ranged attack from a fighter. Then, add a system of more powerful, more reliable spells, but limited in terms of resources. Resource limits must continue as the character gains levels: maybe no more than ten spell slots at any one time, with no more than half being of the highest level available to the spellcaster. Then, give the spellcaster the option to reduce the power of his spells in exchange for more spells: breaking up an N level slot into two N-2 level slots, for example. Then, give the spellcaster the option to trade limited options for more spells. Maybe if at least one-third of the spells that the spellcaster prepares for the day are of a particular school or type, he gets a slot which he can only use for spells of that school or type. Then, give the spellcaster the option to trade longer casting time for more power. Some spells can have lesser effects if cast in just one round, and greater effects if cast over two or more rounds. Of course, the payoff must be worth the wait. [/QUOTE]
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Throwing down the Tyranny of the Spellcaster.
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