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General Tabletop Discussion
*Pathfinder & Starfinder
Why Does spell Reasearch Have Such a High Cost?
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<blockquote data-quote="Coredump" data-source="post: 771964" data-attributes="member: 6939"><p>Merilon,</p><p></p><p>Couple of points.</p><p></p><p>It is *always* easier, cheaper, faster to do what has already been done, rather than do something new. Therefore it makes plenty of sense that it would be easier to learn a spell someone else has already developed, rather than make a new one. Look at all the expense that goes into R&D in so many different industries today, it takes MONEY to do something new.</p><p></p><p>Now, the next question is if it is worth it? Well, that depends. But it does give you certain advantages. You get the exact spell that you want, you don't have to compromise. Plus, you get it now, you don't have to find it, or try and buy it. No one can counter it.</p><p></p><p>Plus, it is pretty expensive now to buy and scribe a spell (boccobs book not withstanding). If you make it 10x cheaper to research, than there should be a TON of new, unknown spells flying around. That means the NPC's should probably have about 1/2 their arsenal unknown to the PC's. So much for counter spelling. And be very prepared for having to judge a bunch of new spells, *and* the hundreds of spell combinations that makes available.</p><p></p><p>Now for some specifics.</p><p>As noted, there is a BIG difference between getting those first 2 spells, and researching totally new ones. It is assumed that while reading/meditating/whatever, you came across some new spells that someone else has already put in the effort/time/money to develop. Sort of like learning about someone elses discovery; a lot easier than making the discovery.</p><p></p><p>That said, I could see giving a 'break' to a caster researching a very similar spell to one known; sort of like just making a variation.</p><p></p><p><em>In fact given how sorcerers are described they should be even more likely to develop unque spells of their own. and why should it take them 1,000gp/spell level of "research" stuiff when their magic is innate?</em> </p><p></p><p>By your very logic, since it is 'innate'; how could they possibly research anything?? By that logic, they shouldn't even be able to choose their spells, they should be random.</p><p></p><p><em>it costs 3k gp to create a new 3rd level spell. for a 5th level wizard thats a lot of bleeping money to spend on any one thing.</em> </p><p></p><p>Makes sense to me. A fifth level wizard can barely handle casting a 3rd level spell, and you want him to research inventing a totally new one?? I think it would be a logical rule that you can only research 2 levels below what you can cast.</p><p></p><p></p><p>BTW, at your suggested 100gp/lvl cost, that means that in general, it is cheaper to invent a spell, rather than buy it.</p><p></p><p><em>All of DnD is pretty high magic at this point especialy as regards magic items. </em> </p><p></p><p>I disagree. Many people *play* it that way. Doesn't mean it has to be that way. And yes, even by playing within the rules. But that is for a different thread.</p><p></p><p><em>totaly out of line with the nature of many deities...possibly all from the point of view of, why would any god not want to make his/her servant more powerful?</em> </p><p></p><p>If servant power were all the concern, than why not let all of them cast high level spells? There are many answers to that, and almost all of them will also work to explain why the cleric has to 'work' to 'earn' the right/ability to invent a new spell.</p></blockquote><p></p>
[QUOTE="Coredump, post: 771964, member: 6939"] Merilon, Couple of points. It is *always* easier, cheaper, faster to do what has already been done, rather than do something new. Therefore it makes plenty of sense that it would be easier to learn a spell someone else has already developed, rather than make a new one. Look at all the expense that goes into R&D in so many different industries today, it takes MONEY to do something new. Now, the next question is if it is worth it? Well, that depends. But it does give you certain advantages. You get the exact spell that you want, you don't have to compromise. Plus, you get it now, you don't have to find it, or try and buy it. No one can counter it. Plus, it is pretty expensive now to buy and scribe a spell (boccobs book not withstanding). If you make it 10x cheaper to research, than there should be a TON of new, unknown spells flying around. That means the NPC's should probably have about 1/2 their arsenal unknown to the PC's. So much for counter spelling. And be very prepared for having to judge a bunch of new spells, *and* the hundreds of spell combinations that makes available. Now for some specifics. As noted, there is a BIG difference between getting those first 2 spells, and researching totally new ones. It is assumed that while reading/meditating/whatever, you came across some new spells that someone else has already put in the effort/time/money to develop. Sort of like learning about someone elses discovery; a lot easier than making the discovery. That said, I could see giving a 'break' to a caster researching a very similar spell to one known; sort of like just making a variation. [I]In fact given how sorcerers are described they should be even more likely to develop unque spells of their own. and why should it take them 1,000gp/spell level of "research" stuiff when their magic is innate?[/I] By your very logic, since it is 'innate'; how could they possibly research anything?? By that logic, they shouldn't even be able to choose their spells, they should be random. [I]it costs 3k gp to create a new 3rd level spell. for a 5th level wizard thats a lot of bleeping money to spend on any one thing.[/I] Makes sense to me. A fifth level wizard can barely handle casting a 3rd level spell, and you want him to research inventing a totally new one?? I think it would be a logical rule that you can only research 2 levels below what you can cast. BTW, at your suggested 100gp/lvl cost, that means that in general, it is cheaper to invent a spell, rather than buy it. [I]All of DnD is pretty high magic at this point especialy as regards magic items. [/I] I disagree. Many people *play* it that way. Doesn't mean it has to be that way. And yes, even by playing within the rules. But that is for a different thread. [I]totaly out of line with the nature of many deities...possibly all from the point of view of, why would any god not want to make his/her servant more powerful?[/I] If servant power were all the concern, than why not let all of them cast high level spells? There are many answers to that, and almost all of them will also work to explain why the cleric has to 'work' to 'earn' the right/ability to invent a new spell. [/QUOTE]
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