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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="The Spectrum Rider" data-source="post: 772031" data-attributes="member: 10777"><p>****</p><p>I mean mechnacialy your paying a lot for nothing. your paying 1k GP per spell level for a balanced spell. For a good deal less(especialy at lower and mid spell levels) you can buy a scroll of a spell and the materials to scribe it</p><p>****</p><p></p><p>Well, then, do so.</p><p></p><p>What's that, you say? You don't WANT a standard PHB spell that you can easily buy from another wizard? You want something ELSE?</p><p></p><p>Then it costs more. Supply and demand. A new spell is a fairly rare thing (otherwise there would be no such thing as "standard spells" - just thousands upon thousands of spells known by individual casters).</p><p></p><p>There are both in-game and metagame reasons for the extra cost. In-game, as many people have pointed out: in takes more time, money, and effort to come up with something NEW than it does to get something that's common, known to many wizards and described in standard mage textbooks. This is true in real life as well - if you want the proof of a known theorem in math, look it up in a library; if you want to prove a new theorem, spend years getting a Ph.D. in math and work it out for yourself. There's LOTS of old theorems; new theorems (of importance) are more rare.</p><p></p><p>Metagame: there's a reason there are standard spells. They've been game-tested by professionals for balance, usefulness, and clarity. (Even then, some of them aren't quite right, but that's another story.) Every new spell your character introduces, however, is a risk for the DM - it's being game-tested in HIS game, in realtime, and it's not always clear in advance if it's balanced, useful, and clear. That's something that requires use of the spell under different game conditions to be even somewhat sure of.</p><p></p><p>You say, "if it's a balanced spell, it should be all right." But there's no computer that can tell you if some new spell is balanced. It takes time, thought, and experience, and even then you're not sure until it's been used for a while.</p><p></p><p>Many new, untested spells thrown into a game at once can easily lead to unexpected (and potentially unbalancing) consequences, and may require a lot of work for the DM. To cut down on this problem - while not eliminating the possibility of new spells altogether - they are made more expensive and difficult to learn than standard spells.</p><p></p><p>Makes sense to me. And the rules are in no way unfair, because they apply to all spellcasters the same. </p><p></p><p>The Spectrum Rider</p></blockquote><p></p>
[QUOTE="The Spectrum Rider, post: 772031, member: 10777"] **** I mean mechnacialy your paying a lot for nothing. your paying 1k GP per spell level for a balanced spell. For a good deal less(especialy at lower and mid spell levels) you can buy a scroll of a spell and the materials to scribe it **** Well, then, do so. What's that, you say? You don't WANT a standard PHB spell that you can easily buy from another wizard? You want something ELSE? Then it costs more. Supply and demand. A new spell is a fairly rare thing (otherwise there would be no such thing as "standard spells" - just thousands upon thousands of spells known by individual casters). There are both in-game and metagame reasons for the extra cost. In-game, as many people have pointed out: in takes more time, money, and effort to come up with something NEW than it does to get something that's common, known to many wizards and described in standard mage textbooks. This is true in real life as well - if you want the proof of a known theorem in math, look it up in a library; if you want to prove a new theorem, spend years getting a Ph.D. in math and work it out for yourself. There's LOTS of old theorems; new theorems (of importance) are more rare. Metagame: there's a reason there are standard spells. They've been game-tested by professionals for balance, usefulness, and clarity. (Even then, some of them aren't quite right, but that's another story.) Every new spell your character introduces, however, is a risk for the DM - it's being game-tested in HIS game, in realtime, and it's not always clear in advance if it's balanced, useful, and clear. That's something that requires use of the spell under different game conditions to be even somewhat sure of. You say, "if it's a balanced spell, it should be all right." But there's no computer that can tell you if some new spell is balanced. It takes time, thought, and experience, and even then you're not sure until it's been used for a while. Many new, untested spells thrown into a game at once can easily lead to unexpected (and potentially unbalancing) consequences, and may require a lot of work for the DM. To cut down on this problem - while not eliminating the possibility of new spells altogether - they are made more expensive and difficult to learn than standard spells. Makes sense to me. And the rules are in no way unfair, because they apply to all spellcasters the same. The Spectrum Rider [/QUOTE]
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Why Does spell Reasearch Have Such a High Cost?
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