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What d20 product/supplement/add-on/article has best mana base magic system?
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<blockquote data-quote="Kae'Yoss" data-source="post: 1143956" data-attributes="member: 4134"><p>If you only have poeple who don't do any min-maxing/powergaming at all, and had not much fighting, it may work with your rules. But these things are quite easily accomplished.</p><p></p><p></p><p></p><p>Clerics are very well advised to up their Concentration anyway. Especially the combat spellcaster type (which is probably the most common cleric since 3e - the walking band-aids are past, or should be). So they don't have to change anything</p><p></p><p>Paladins don't have so much spells that it makes a big difference either way</p><p></p><p></p><p></p><p>For rangers and druids, see my considerations on paladins and clerics, respectively. And it's not the cure spells I'm concerned about. It's that the druids get everything. If you limited the possibility to just a couple of spells (maybe cure spells), it would be ok. (Maybe use some kind of paths where you get one spell of each level that you can change your spells to. I've made a spontaneous druid with paths. see the link)</p><p></p><p><a href="http://www.enworld.org/forums/showthread.php?t=64192" target="_blank">http://www.enworld.org/forums/showthread.php?t=64192</a></p><p></p><p></p><p></p><p>Exactly. You'll basicly destroy the sorcerer class. Never mind this one or two extra spells per day the sorcerer gets, when you can have all the spells you want AND cast them spontaneously.</p><p></p><p></p><p></p><p>He actually uses only one round: If your shift spell standard action fails, you don't have to try and cast the spell. You just lose the spell slot.</p><p></p><p>If you succeed, the spell slot is now changed, and you use another action to cast.</p><p></p><p></p><p></p><p></p><p>It's a decision to make: Either you make it easy for the roleplayers and almost auto-success for the min-maxers, or you make it more difficult for min-maxers and really difficult for roleplayers. </p><p></p><p>I'd go for the latter, for several reasons:</p><ul> <li data-xf-list-type="ul">There is almost always at least a bit of min-maxing involved (at least in the games I play in), and it's not that hard to min-max concentration out.</li> <li data-xf-list-type="ul">Switching spells should be difficult, not something you can accomplish all the time without any inconveniences</li> <li data-xf-list-type="ul">The main spellcasters (Druids, Clerics, Wizards) will usually have high concentration, anyway, and the others (rangers, paladins) don't focus on magic enough to figure largely in the equation</li> </ul></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1143956, member: 4134"] If you only have poeple who don't do any min-maxing/powergaming at all, and had not much fighting, it may work with your rules. But these things are quite easily accomplished. Clerics are very well advised to up their Concentration anyway. Especially the combat spellcaster type (which is probably the most common cleric since 3e - the walking band-aids are past, or should be). So they don't have to change anything Paladins don't have so much spells that it makes a big difference either way For rangers and druids, see my considerations on paladins and clerics, respectively. And it's not the cure spells I'm concerned about. It's that the druids get everything. If you limited the possibility to just a couple of spells (maybe cure spells), it would be ok. (Maybe use some kind of paths where you get one spell of each level that you can change your spells to. I've made a spontaneous druid with paths. see the link) [url]http://www.enworld.org/forums/showthread.php?t=64192[/url] Exactly. You'll basicly destroy the sorcerer class. Never mind this one or two extra spells per day the sorcerer gets, when you can have all the spells you want AND cast them spontaneously. He actually uses only one round: If your shift spell standard action fails, you don't have to try and cast the spell. You just lose the spell slot. If you succeed, the spell slot is now changed, and you use another action to cast. It's a decision to make: Either you make it easy for the roleplayers and almost auto-success for the min-maxers, or you make it more difficult for min-maxers and really difficult for roleplayers. I'd go for the latter, for several reasons: [list] [*]There is almost always at least a bit of min-maxing involved (at least in the games I play in), and it's not that hard to min-max concentration out. [*]Switching spells should be difficult, not something you can accomplish all the time without any inconveniences [*]The main spellcasters (Druids, Clerics, Wizards) will usually have high concentration, anyway, and the others (rangers, paladins) don't focus on magic enough to figure largely in the equation [/list] [/QUOTE]
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What d20 product/supplement/add-on/article has best mana base magic system?
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