Boomcrash's page

7 posts. No reviews. No lists. No wishlists.




Looking at the new class, a few questions came up to mind related to the mechanic of losing low level spells when you level up as a magus. Specifically related to using staves and crafting scrolls. These are the relevant bits I've found in the books:
-

Magus losing spells

Secrets of Magic p 36 wrote:
Because you split your focus between physical training and magical scholarship, you have no more than two spell slots of your highest level and, if you can cast 2nd-level spells or higher, two spell slots of 1 level lower than your highest spell level.
Secrets of Magic p 37 wrote:
Though you lose some lower spell slots as you increase in level, you keep the spells in your spellbook and can prepare them in your higher-level slots as normal.

-

Casting spell from staves

Core Rulebook p 592 wrote:
You can Cast a Spell from a staff only if you have that spell on your spell list, are able to cast spells of the appropriate level, and expend a number of charges from the staff equal to the spell’s level..

-

Crafting a scroll

Core Rulebook p 565 wrote:
When you begin the crafting process, choose a spell to put into the scroll. You have to either Cast that Spell during the crafting process, or someone else must do so in your presence. (...) The casting must come from a spellcaster expending a spell slot.

-

My questions would be:

1. Can a magus cast spells of lower level, from a staff? This one seems particularly unfair if they cannot, seeing there's a staff-wielding subclass that's looks geared towards using magic staves...

2. Can a magus craft a scroll containing a spell of low level on their own without needing a secondary caster?

Am I missing other important bits of rules? Thank you!


3 people marked this as a favorite.

So, a while ago I posted the first prototype of this project. It's been a bit busy, but I wanted to post an update. And here we are: the first set of cards is here!

BUT BEFORE, a few comments (Links below) .

OBJECTIVE

I started doing this for my home campaign, to help me DM and help my fellow player familiarize with the new system. I've designed these cards with that in mind. This is the best way I've find to remember (or keep in hand) some of the rules my players and I usually forget. What works fine with our group, may be different with yours. This is why, in the future, I would probably post some kind of template if you like the design but are interested in customizing the content of the cards to suit your games.

WORK IN PROGRESS

This first set of cards reference some of the actions from the Chapter 4: Skill section in the Core Rulebook. but there are some missing:

Exploration actions. I think this are best kept together apart from the rest, probably not in card form (as they tend to be quite extensive, like Crafting)

Social actions (like Request and Perform). I think the rules from the book are guidelines for roleplay and, for my group, I feel there is no need to remember the specifics.

Other actions (like "Conceal an object", "Palm an object"...). I may include them in the second part (?). The rules are kind of vague, and have simple binary results (you either succeed or not) that are easy to remember and for us not really worth a reference card.

As they are small-sized cards, space is a limitation. That's why I've rephrased some of the rules, omitted some of the flavor text or summarize them a bit. Please, let me know if you find something incorrect, but remember that the objective with these cards is to quickly remember rules in sessions, not learn them from scratch.

Comments about some of the design decisions:

I'm aware that some of the colors, specially with the dice symbols, can cause some confusion for some people with different levels of colorblindness. I'm planning to release in the future an alternate color version, and maybe a printer-friendly version (this last one may take a while).

The "T" and "U" symbols at the upper left corner of the cards represent if a character can use the action if Trained or Untrained. I thought that was essential information and easy to forget.

Skills and DCs. Some cards do not list DCs. That's because they are for GM discretion. I may, in the future, design extra cards listing the DC charts found in the book for each skill. Others list save or skills DCs that refer to the target (like Disarm or Grapple).

TL,DR: Cards ready to print here! And cards as images here.

CONTENT WILL BE FREE BUT IT MAY TAKE A WHILE.

IF YOU HAVE MORE SUGGESTIONS, PLEASE BE SURE TO LEAVE A COMMENT!

ENJOY YOUR GAMES AND LOVE EACH OTHER.


1 person marked this as a favorite.

Since PF2 design is all about feats and actions, I've been toying with the idea of having different rules cards as aid when GMing or playing the game. Idk, I've always liked Magic The Gathering and similar games, and I like having a deck of cards to reference spells and character abilities instead of a page with all of them cramped together.

So, this is my prototype. I must admit that there's a lot going on there, but i didn't want just plain text inside a black textbox.

Little things I already noticed:

- Not printer friendly (kind of obvious).

- I'm not totally satisfied with the color choices.

- Important information not well highlighted?

My idea is to extend this design to class feats, ancestry feats, skill feats, class features, basic actions, etc.

What do you think needs to change or disappear to be clearer or more intuitive? Comment and critique appreciated.