9 minutes ago, sevick said:Oh I know I just didn't want my comments to come off as "This is what u need to change" but rather "here are some ideas you might try."
There are nice ideas too. Ain't saying I'm closed to everything that was shared. In fact, some of my rules were already altered since the first release and some were influenced by other people from the start.
I realize I may sound on the defensive here, something like : "This are my ideas, if you don't like them, I don't care!", which is not how I feel about this thread.
I'm not saying my Magic system is the best it could be. It may change to get even better. What I really need to keep from Pathfinder regarding its magic system is:
- Unique spells: While the idea of generic, easily modified spells is a cool idea, I don't think it fits the setting.
- Slow progresssion: I don't want spellcaster to be able to unlesh all their powerful magic from the start of the campaign. I want something that reflects the Pathfinder progression. Taking off the option to "rush in" magic skill to get powerful as quick as possible was the goal in making something linked to game time.
- Hard Choices: In Pathfinder, you have choices to make regarding spell selection (even more since in Pf, there is memorization). Somes creatures are resistant to certains spells effects or elements. I just don't want caster to see one spell as being the best at all situation. In my last session, my wizard, that was using mostly burning hands so far, fall back to magic missile after realizing that some target was pretty though and the low damage output from magic missile gave a better results than his normal high damage spell.
Any ideas that are in touch with these 3 concepts are more than welcome!
What's I'm struggling right now mostly is the scaling of spells. In Pathfinder, variables was very different from the start to the end of a character's life. He had about 10 HP at the start and ends up like 200HP by the end. That scaling was big turn off for me by the way. Being a vetaran soldier shouldn't allow to to survive a 20 stories high fall... anyway... Now, what to do with end-game spell. If Burning hands, a first level spell, deals Characteristic+3 damage, I can't have Meteor swarm to Characteristic + 30 damage as it would one-shot everything. I don't intend to reproduce the balance issue of pathfinder, when the wizard could easily eclipse the rest of the party by end game, but I still want to have interesting high level spell. I'm lucky so far as they are just closing their second session.