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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="Petrosian" data-source="post: 772596" data-attributes="member: 1149"><p>Ok, my opinion...</p><p></p><p>The reasons for high coist and time for "custom spells" is a matagame decision to make it unpalatable so as to discourage it. The various game balances only work, only have been tested, with the known quantities. Sometimes, within the game, decisions were not made for 'in game world sense" but for "as a game sense". In 3.5e for instance they are already saying they wont publish "make my weapon silver" type spells so they can keep designer dr working.</p><p></p><p>Now, that said, within the game the development and learning of magic spells, like many class abilities, is handled abstractly by experience points. optional rules allow you to apply training times or costs. Spells beyond the base normal set amount per level are treated as if they were magic items to a degree, with a time and cost involved.</p><p></p><p>For my games, i have established that magic research is an ongoing thing. The spells in the PHB et al are just the most commonly available. When a player decides he wants a cold fireball or a cone of fire as a third level spell, i do not make him go thru arduous research and city libraries... instead i make two determinations... "is this a reasonably common spell" and "does he know anyone who could have access to it." Then we proceed from there.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 772596, member: 1149"] Ok, my opinion... The reasons for high coist and time for "custom spells" is a matagame decision to make it unpalatable so as to discourage it. The various game balances only work, only have been tested, with the known quantities. Sometimes, within the game, decisions were not made for 'in game world sense" but for "as a game sense". In 3.5e for instance they are already saying they wont publish "make my weapon silver" type spells so they can keep designer dr working. Now, that said, within the game the development and learning of magic spells, like many class abilities, is handled abstractly by experience points. optional rules allow you to apply training times or costs. Spells beyond the base normal set amount per level are treated as if they were magic items to a degree, with a time and cost involved. For my games, i have established that magic research is an ongoing thing. The spells in the PHB et al are just the most commonly available. When a player decides he wants a cold fireball or a cone of fire as a third level spell, i do not make him go thru arduous research and city libraries... instead i make two determinations... "is this a reasonably common spell" and "does he know anyone who could have access to it." Then we proceed from there. [/QUOTE]
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Why Does spell Reasearch Have Such a High Cost?
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