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*Pathfinder & Starfinder
ideas for caster runes (homebrew)
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<blockquote data-quote="Staffan" data-source="post: 8542413" data-attributes="member: 907"><p>It depends a bit on what you're putting them through. The issues faced by casters change a bit at the low levels.</p><p></p><p>At the lowest levels, the caster's problem is endurance. A 1st/2nd-level sorcerer will only have 3-4 proper spells per day, and at 3rd/4th that changes to 3-4 2nd-level spells and 4 1st-level spells. Other casters have even fewer spells, and if they're prepared casters they often face a situation where the particular prepared spell they do have left doesn't do any good. Some classes/subclasses also have useful focus spells, but that's nowhere near universal. That's pretty meager, particularly considering the gauntlets low-level parties face in early adventure paths – this definitely colors the perception of low-level casters. In The Show Must Go On, this is really noticeable, because the adventure pushes you to deal with no less than nine combat encounters in a single night at 1st level. At higher levels this becomes less of a problem because while you still only have 7-8 top-level spells for sorcerers (5-6 for others), you have more depth to use for utility spells and buffs/debuffs that don't scale with level.</p><p></p><p>At the lower mid levels, about 5+, the main problem you start feeling is that your spells start fizzling because your spell attack, and to some degree your spell save DC, is behind where it needs to be. This is felt most strongly at level 5-6 when martial characters are three points ahead of you on attack rolls, and you're still low enough level that attack roll-based cantrips are a significant part of your arsenal</p></blockquote><p></p>
[QUOTE="Staffan, post: 8542413, member: 907"] It depends a bit on what you're putting them through. The issues faced by casters change a bit at the low levels. At the lowest levels, the caster's problem is endurance. A 1st/2nd-level sorcerer will only have 3-4 proper spells per day, and at 3rd/4th that changes to 3-4 2nd-level spells and 4 1st-level spells. Other casters have even fewer spells, and if they're prepared casters they often face a situation where the particular prepared spell they do have left doesn't do any good. Some classes/subclasses also have useful focus spells, but that's nowhere near universal. That's pretty meager, particularly considering the gauntlets low-level parties face in early adventure paths – this definitely colors the perception of low-level casters. In The Show Must Go On, this is really noticeable, because the adventure pushes you to deal with no less than nine combat encounters in a single night at 1st level. At higher levels this becomes less of a problem because while you still only have 7-8 top-level spells for sorcerers (5-6 for others), you have more depth to use for utility spells and buffs/debuffs that don't scale with level. At the lower mid levels, about 5+, the main problem you start feeling is that your spells start fizzling because your spell attack, and to some degree your spell save DC, is behind where it needs to be. This is felt most strongly at level 5-6 when martial characters are three points ahead of you on attack rolls, and you're still low enough level that attack roll-based cantrips are a significant part of your arsenal [/QUOTE]
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ideas for caster runes (homebrew)
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