Favored Class Options


Pathfinder First Edition General Discussion


Hello.

A ruling came up from our Game Master (GM) in regards to the "Favored Class Options" pg 23 in the recently released APG.

When presented with this for a Sorcerer I'd planned on making, the GM was rather disturbed that some classes got this and all Wizards got was additional spells in their spellbook.

He was quick to point out that it was hugely unbalanced if permanent abilities were gained by the other classes and Wizards (and Witches) only got them in their "potentially destroyable" spellbooks (or pets).

He apparently did not appreciate the comment I then made to explain my impression of balance behind these options, as "Well, I suspect that destroying a spellbook or Witch's pet isn't as common as you might feel it 'should' be. Kind of takes away from the fun, you know?"

This was the only thought I could whip up in the quick talk.

Has anyone any insight as to what makes these optional choices "balanced" so I can argue the point clearer, or on the behalf of the fine developers of this amazing game system?

Please let me know.

Cheers!

Liberty's Edge

Also, wizards aren't required to use that favored class option (I assume you're talking about the ones listed at the bottom of this page). They're still free to choose +1 hit point or +1 skill point if they want something more "permanent".


Jagyr Ebonwood wrote:
Also, wizards aren't required to use that favored class option (I assume you're talking about the ones listed at the bottom of this page). They're still free to choose +1 hit point or +1 skill point if they want something more "permanent".

Good point, though, I wonder if it was discussed or what not, the "balance" between Wizards earning an extra spell in a similar manner, yet not being permanent.

Good point though!

Still curious as to how to explain or discuss the "balance" of those choices given what the GM said.


there is a search tool in the upper right, I believe there were a few 600 post threads on this subject


The ability is overpowered.

It doesn't have anything to do with the fact that wizards have destroyable spellbooks. It has everything to do with the way the classes gain new spells.

For wizards (and many other classes), there is no upper limit of spells they know. They get some for free when they gain levels, but they can expand their repertoire easily using scrolls or other people's spellbooks and a bit time and money (for some ingredients).

You could, theoretically, make a wizard who has every single spell on the wizard list in his spellbook(s). They'd need to pay quite a bit for that, and need to blow many an hour on this endeavour, but it can be done.

Sorcerers (and many other classes), on the other hand, have a fixed number of spells they know. They cannot expand upon this list (except with a feat from APG or similar things). They can't just get a scroll and learn that spell permanently.

The main reason for this is that they don't have to prepare their spells in advance. They spend a "slot" (which is more than a spell point), and cast any spell they know. Wizards don't get to do this, they have to sit down in the morning and decide what spells they're going to use that day.

Allowing sorcerers to easily increase the spells they can cast spontaneously greatly increases their versatility and thus their overall power.

Another way to look at this is comparison with feats:

The HP option grants you one HP per level (for levels in your favoured class) That's about the same benefit as you get from the Toughness feat.

So FC is about one feat worth of stuff here.

On the other hand, the extra spell feat (that's not its name but I'm too lazy to look it up. I think it was something like Expanded Spell Knowledge) grants you one extra spell - or two if neither is of the highest level you can cast. So you get 2 spells at most.

The extra spell FC option grants you one spell every level - though it also requires you to choose spells taht are lower than the highest level you can cast.

So FC is something like 10 feats worth of stuff here. I have no problem when options aren't always worth the same, but ten times? That's too much.

I personally amended this ability to grant you 1/4 new spell - i.e. every 4 levels you choose this ability, you gain a new spell. Up to 5 spells (none of which can be of your highest level). That's two and a half feats, which I'm okay with.

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