spells vs. skills


Combat & Magic


Some spells overpower skills and I think that's a mistake. For example, spider climb vs. climb, detect secret doors vs. perception, calm animals vs. handle animal.
This is one of the reasons the spell caster classes are so much more powerful than the other classes.
If you accept the premise that classes should be balanced with one another, then it stands to reason that spells should not overpower skills.
That being the case, I'd like to see certain spells removed from the game because their effects are just better versions of existing skills.
I'm working on a list of such spells, but I'm wondering if, while I'm working on this, anybody has any input?


LilithsThrall wrote:
I'm working on this, anybody has any input?

Mmmm. We never had problems with such spells. Our spellcasters relied on the rogue to find traps for example, so more spell slots for other spells. I think, these spells exist to help out a group of advanturers missing certain classes. you must also take into account, skills can be used 24 hours a day as often as you want, but spells are limited per day and scrolls are costly. So i would sy leave them, they are not game-breakers.


It's true that the spells overlapping skills are one of the problems of 3rd edition.

A solution could be to make all these spells (Spider Climb, Detect Secret Doors, etc ...) give you a bonus to a skill, as for some spells : Find Traps, Alter Self.


I don't see this as a problem. Once they'd taken the craptasticness out of wield skill, the only real "problems" were once-only benefits, since detect secret doors, spider climb, and the like are all of temporary use and take up a spell slot. The best use for these spells is for your healer Dalek to be able to follow the rest of the party or as backup in case the rogue is busy or incapacitated (or nonexistent - I've seen several groups with no rogues at all).

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