Re: feat reserve
Posted: Sat Mar 05, 2016 12:43 pm
if they could be change after that idea i wish then it have a chance
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Another is to increase the minimum amount of time between rests, based on your caster level. Easy for fledgeling mages, but harder to reaquire spells the more powerful you are. More gamey than the above solution but probably easier to implement. There's also an RP justification, the more magic potential you have the longer it takes to 're-fill' it. Although I don't think it's exactly according to canon.-Spellcasting becomes a cost/benefit decision. Do I waste those hard-to-aquire spell compoinents casting a spell when I don't really need to, or do I nuke everything from orbit? Decisions!
-Do I RP with martials, using them as a shield so I conserve my resources? Or do I solo with my crazy spells, meaning I have significant downtime while I get my resources back? Decision!
-Do I go on lengthy quests to aquire my spell components, or do I hire martials to go and do it for me? If I hire martials I may have to RP (*shudder*), but if I go solo I may end up using more components that I get in return. Decisions!
-This would require more varied loot tables. Animals/magical beasts can just drop body parts/spell components, instead of having a treasure horde.
-More trade and RP trading both in game or on the forums.
A combination of the above could do a lot to stop power-creep. Martials and casters become dependent on each other for defense, and while casters still could solo everything, it comes with the downside that afterwards they become impotent until they replenish themselves. Also, most casters don't have a high carrying capacity. It also opens up massive RP opportunities and encourages spending a lot of time socialising outside of dungeons.Example: You are fighting dangerous mages in a cave. One of them shoots an unknown spell at you. Normal spellcraft roll to identify a spell being cast. Then roll a spot check to see it clearly (DC: 15+spell level?), then a final spellcraft roll to decipher the spell (DC: 20+spell level). You pass all three checks? Congrats! You learn the spell. Now go teach it to others, or keep it to yourself. RP opportunities to teach apprentice mages! Yay!
This isn't PnP. It is a fast paced video game.Calantyr wrote:You don't necessarily need to make the reserve feats better, you could make magic as hard to master as it is in the canon (and potentially the PnP version).
The first is to script spells to require material components. Though time-consuming the advantages are obvious. Namely:
Another is to increase the minimum amount of time between rests, based on your caster level. Easy for fledgeling mages, but harder to reaquire spells the more powerful you are. More gamey than the above solution but probably easier to implement. There's also an RP justification, the more magic potential you have the longer it takes to 're-fill' it. Although I don't think it's exactly according to canon.-Spellcasting becomes a cost/benefit decision. Do I waste those hard-to-aquire spell compoinents casting a spell when I don't really need to, or do I nuke everything from orbit? Decisions!
-Do I RP with martials, using them as a shield so I conserve my resources? Or do I solo with my crazy spells, meaning I have significant downtime while I get my resources back? Decision!
-Do I go on lengthy quests to aquire my spell components, or do I hire martials to go and do it for me? If I hire martials I may have to RP (*shudder*), but if I go solo I may end up using more components that I get in return. Decisions!
-This would require more varied loot tables. Animals/magical beasts can just drop body parts/spell components, instead of having a treasure horde.
-More trade and RP trading both in game or on the forums.
Make spells harder to aquire in the first place. Remove most spells from shops/item drops, require mages to 'learn' spells either through research or observing others.
A combination of the above could do a lot to stop power-creep. Martials and casters become dependent on each other for defense, and while casters still could solo everything, it comes with the downside that afterwards they become impotent until they replenish themselves. Also, most casters don't have a high carrying capacity. It also opens up massive RP opportunities and encourages spending a lot of time socialising outside of dungeons.Example: You are fighting dangerous mages in a cave. One of them shoots an unknown spell at you. Normal spellcraft roll to identify a spell being cast. Then roll a spot check to see it clearly (DC: 15+spell level?), then a final spellcraft roll to decipher the spell (DC: 20+spell level). You pass all three checks? Congrats! You learn the spell. Now go teach it to others, or keep it to yourself. RP opportunities to teach apprentice mages! Yay!
It also adds a new avenue for DM's to tell stories. Maybe introduce the possibility to learn new spells? Functional mage schools? Hunting down osbscure/dangerous spellcasters, and learning something in the process? Or just pollinating spells as needed as old players stop, so spells don't become lost to the general player-base.
I played on a NWN1 server several years ago that implemented half of these changes, it worked really well. The only time I actually enjoyed playing a caster, so I'm probably biased.
Na. Every mage knows that evocation mages are the newbs of the art. Those reserve feats are evocation magic, pretty much. Some damage per round or 5 round. big woooo! Nothing compared to clones, wishes, scrying and other neat stuff wizards can do in an actual pnp game.Calantyr wrote:From an RP perspective the feat is OP. Faerun is a world where magic is, while not rare, taxing to control and use. Infinite spells per day is not something people can do unless they become masters. A feat that allows you to use mage at will, WEAPONISED magic at will, is incredible.
Arcane Trickster + RTA Sneak Attacks + invisible Needle = OP. You can also essentially attack+DMG mobs at that range without making them aggro, if you're careful about it.Rhifox wrote: I would increase their range to Long. They do so little damage as it is, so why do they need such a short range as well?