Spellcraft - Customized to caster's paradigm


Skills and Feats

Liberty's Edge

more than tweeks, now that its used as Concentration i would like to see each of the 3 different paths of magic differently

spellcraft is right now an intelligence skill used to understand magic andits fundation ... so understanding the magic methods as to cast defensuively or not lose an spell...

ok this is good and nice for the wizard

the issue is... neither the cleric, the sorcerer, the druid or the bard see magic this way... this is only an aspect that the wizard uses, then why link all casting classes to it

nw yes.. some say "concencentratio come back!" which i will say no... why because most of this classes are not exactly high in Constitution... forcing an option on skills on them wherethey could use it 'better'

clerics has a connection with their gods and their magic comes from the understanding of such connection... Druids are soemthing similar but their connection is with the natural world

sorceres and bards struggle and understand power within themselves, crafting ther natural powers to their hims

my take on spellcraft is... inteligent bassed spellcaster use INT for spellcraft, Wisdom based classes uses WIS, and Charisma bassed spellcasters use CHA.

when identifying spells from their are they roll spellcraft nromally, but meeting with a different paradigm iwould give a penalty going from -5 to 10 depending how different and complicated (level) of such magic


I believe you have answered your own question. "spellcraft is right now an intelligence skill used to understand magic andits fundation ...".

You got it!! Regardless of class, it is still an intelligent skill that shows how you are able to understand magic and its foundation or fundamentals.

Liberty's Edge

Richard the Lame wrote:

I believe you have answered your own question. "spellcraft is right now an intelligence skill used to understand magic andits fundation ...".

You got it!! Regardless of class, it is still an intelligent skill that shows how you are able to understand magic and its foundation or fundamentals.

yes

still its used for every class to see if they can keep and cope with their mystic powers

butthe fact is that for a cleric or a sorcerer, magic has nothing to do with the mind (unless you are talking about a god of magic, knowledgeor similar purposes) why should they need to do a intelligence check when divine magic depends on the will of priestess to channel her goddess "wrath" or anything to do at all with the sorcerer whose power comes from his force of personality and the blood on his veins


I think what Montalve proposes is handling Spellcraft as a (Specific Skill), where a character would have to invest separate skill points according to the magic paradigm in question, say:

Spellcraft: Arcana(Int): The strange formulae, illogic mathematics, and outsider physics that build the field of study known as arcane magic.

Spellcraft: Mysticism(Cha): Methodollogies for getting in touch with the self, in order to interact with the whole.

Spellcraft: Thaumaturgy(Wis): Theosophical treatises in relation to deities, their hold in the world, and how to get in touch with them.

I know both priests and practitioners of pagan faiths (note: I'm not using the term 'pagan' despectively), and I can pretty much assure you guys their respective ways to be instructed differ enough from one another.

I guess this would have the advantage that Clerics and Sorcerers wouldn't be as hosed when Casting Defensively, but then it has the drawback that, unless you buy Spellcraft several times, your Spellcraft skill won't apply around half the times in an adventure, if not more.

As it is, Casting Defensively receives no end of grief when actually it's only Wizards who can get it to such high ranks as to create the outrage all magic haters are in, and given how C.D is very likely to be removed from game anyway, then might as well let the other caster classes to use their attribute in Spellcraft.

Liberty's Edge

thanks Dogbert, your explanation is a lot better than mine, and i like how it sounds, this would be an in interesting method, it will solve issues with different spellcasters and still give enought challenges for them all.

Shadow Lodge

In a 3.75 game I wrote up, I combined Concentration and Autohypnosis into one skill. Seems a perfectly good fix here. There are a lot of uses for spellcraft for any and all casters, so why add another.

Liberty's Edge

Beckett wrote:
In a 3.75 game I wrote up, I combined Concentration and Autohypnosis into one skill. Seems a perfectly good fix here. There are a lot of uses for spellcraft for any and all casters, so why add another.

in fact is not new uses, just divide how it works by spellcasters type. also autohyphonis motly is helpful for psions and concentration is gone.

Shadow Lodge

What I am saying is reinsert Concentration and add all the effects of Autohypnosis to it. Leave Spellcraft as it was in 3.5, it was already way to over used anyway.

Shadow Lodge

If you try to base it around the class that is using it, you are going to run into all kinds of issues with multiclassing. Basically what we have here is it was never broken to begin with, so there was no need for a fix, and now it is just being complicated more. Don't get me wrong, it is a good idea, just makes the game that much more complicated without a good reason.

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