| Unithralith |
Alright, I've had a preliminary read-through of the Starfinder rules, and so far, there is quite a bit I like. There is one thing that has perplexed me a bit though. When looking at Mind Thrust and the Cure Wounds spells, I thought to myself "oh okay, they're embracing the 5th edition D&D idea of scaling spells up strictly with higher spell slots". After I read through more spells though, it became clear that was more the exception than the rule. When I look at low level damage spells, particularly Magic Missile, I just cannot see a character using it at high levels.
The lowest BAB in the game is medium, and by the time you're level 10, a decent pistol is going to be doing 3d6 + 5 (avg. 15.5). Magic Missile would deal 1d4 +1 x 2, for an average of 7. Granted, you need to roll to hit with the pistol, but even so, the damage difference between a weapon attack and a damaging spell here (which requires expenditure of resources in the form of spell slots) is staggering. You could also potentially fire said pistol twice, potentially increasing the gap even more against low AC targets.
I guess one could argue that you should just swap out your damage spells for something else at higher level, but that just feels like lazy design to me. Am I missing something here? Is there some redeeming factor I've overlooked?