
GotAFarmYet? |
Trying to balance out the magic as it is all over the place. Some spells for their level are to weak while others are to strong. So I broke it down to points made them all start at the lowest they can be use. Turns out most spells could be started at 1st level and scaled up by caster level. So this turned the spells into the points you use in them determines the level they are cast at. The MSG tab are the basic rules I was applying to make it all as equal as I could and the Ful SP Lst is the spells reworked. Not all the spells are there simply because the only difference was the text on what they looked like when being used. This means I also dropped the schools that also seemed arbitrary and set them by traits. This led to the more of a free from of making spells and the points used making the determination of the spells level.
So please review this xls file below let me know what you think, is it a good idea bad?
There are lots of other things in the file but mostly I am looking at the MSG and Ful SP Lst tabs for comment. Don't mind the others being discussed but it might clutter up the results for the magic.

GotAFarmYet? |
the RAW spells for DnD 3 to PF1 are basically ranked by power and play testing.
I've done my own tweaks over the years but it is more than just damage per spell level, ranges, targeting... best of luck
The originals have been play tested, but you can tell from sites like RPGBOT that they are not all that balanced. They have shown why use this spell when this one at the same level has twice the range or twice the damage. Hence the the tables by picking apart the spells and taking all the components to a base level.
Used that level applied the same rules to see where they spells would actually land, some compared higher than what was originally specified and a few lower.
Fireball and lightening bolt are a prime examples: they both did the same damage at first and only the range and delivery of the spell were different. Fireball had a shorter range and a burst while lightening bolt had the longer range and at 10' wide hit 2 maximum.
Move up to 5e and fireball with a 20' burst and 150' compared to 100' beam. The Fireball wins in both range and 3 times the area of effect.
move over to PF 1 and you get fireball with x4 the range and x3 the AoE
Move up to PF2E and you get Fireball at 4x the range and 3x the AoE. The difference is about 1d12 of damage. At least they are trying to compensate for the range.
So, I asked why when the only difference is in the description of the effect. So the system I worked out in the file.
1 both are the same level so same range.
2 both have the same level so they can do the same damage
2a I allowed the damage type to be select able a 1d12 takes 2d6
3 you can chose have to deliver the output, either can be a burst, beam, cone, etc.
3a each output has advantages and disadvantages, the situation will prompt which to use.
In all of the combat or damage only spells, that is what it comes down to in a base form.
Other spells are not as easy as duration is the worse offender in the list, will admit through out that one and made the word sustain take on more of meaning.
That is the break down and thanks for the reply!
I did break down about 100 spells and placed them in the file for review.
-GAFY

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Trying to balance out the magic as it is all over the place. Some spells for their level are to weak while others are to strong. So I broke it down to points made them all start at the lowest they can be use. Turns out most spells could be started at 1st level and scaled up by caster level. So this turned the spells into the points you use in them determines the level they are cast at. The MSG tab are the basic rules I was applying to make it all as equal as I could and the Ful SP Lst is the spells reworked. Not all the spells are there simply because the only difference was the text on what they looked like when being used. This means I also dropped the schools that also seemed arbitrary and set them by traits. This led to the more of a free from of making spells and the points used making the determination of the spells level.
So please review this xls file below let me know what you think, is it a good idea bad?
There are lots of other things in the file but mostly I am looking at the MSG and Ful SP Lst tabs for comment. Don't mind the others being discussed but it might clutter up the results for the magic.
Is this for PF2E? You've posted in the PF1E forum, but the document looks more like PF2E
Beyond that, remember that certain spells are 'classics' and are intended to be somewhat 'overpowered' in comparison to the others (Magic Missile and Fireball are supposed to be some of the strongest options at their respective levels).

GotAFarmYet? |
GotAFarmYet? wrote:Trying to balance out the magic as it is all over the place. Some spells for their level are to weak while others are to strong. So I broke it down to points made them all start at the lowest they can be use. Turns out most spells could be started at 1st level and scaled up by caster level. So this turned the spells into the points you use in them determines the level they are cast at. The MSG tab are the basic rules I was applying to make it all as equal as I could and the Ful SP Lst is the spells reworked. Not all the spells are there simply because the only difference was the text on what they looked like when being used. This means I also dropped the schools that also seemed arbitrary and set them by traits. This led to the more of a free from of making spells and the points used making the determination of the spells level.
So please review this xls file below let me know what you think, is it a good idea bad?
There are lots of other things in the file but mostly I am looking at the MSG and Ful SP Lst tabs for comment. Don't mind the others being discussed but it might clutter up the results for the magic.Is this for PF2E? You've posted in the PF1E forum, but the document looks more like PF2E
Beyond that, remember that certain spells are 'classics' and are intended to be somewhat 'overpowered' in comparison to the others (Magic Missile and Fireball are supposed to be some of the strongest options at their respective levels).
It will work in PF 2, and PF 1, AD&D, D&D 3.5 and D&D 5
The system is set so that most spells start at level 1 and depending on the Casters level be used at a higher level.The Heightened part, is because the world I am building will limit Magic to 6th levels spells being cast as a maximum. Mostly do to how magic was used in wars in the past. Heightened spells will be a way of increasing the range, duration, and damage to a higher level past 6th. In terms of damage the increase is about 1/2 of what a normal spell level would grant. Basically I placed myself into a corner with the max level and liked what PF2 did and used it in a modified way. Spells casted through Rituals and Rune Circles can also be used, but even those will have limitations.
Anyways how it can be used in the other formats is:
The level of the User determines the amount of power the spell can be used. Every two levels of caster lets you use a spell at a higher level. The higher the level of spell you release the more range, duration, and damage. One spell can be memorized and released at anywhere from 1st to the max level of spell you can cast.
An extra part of the system will also let you select the output method of the spell, selected targets, burst, cone, stream/beam, touch, etc.
The idea was to make a flexible spell system that scaled with the casters' level. It was also meant to take existing spells and convert them into this system. Some spells cannot be cast at a level 1 and needed to start at 2 or 3 Mad Monkeys is a example of that, think that one was at least 2nd level Spell being needed.

GotAFarmYet? |
Well I guess since it is out there, did I not intend to write a version of D&D. This is a compiling of the rules that were modified after playing games sines the 1980s'.
Mostly this is just the notes from all of those, but I guess you could use it in its own system.
So what is different?
First would be Initiative and Combat: Momement Phase than a Action Phase, initiative based.
We still use the standard 1d20 to set Initiative, but we use the second as the base unit instead of the round (6seconds) common to many RPG.
We added SPD or Speed and made its in feet per second as part of the Attributes (this came out of Palladium Games).
Traits like dark vision are bought with the same points you started with to place in attributes to improve them, do I want the +1 to strength or 5% magic resistance?
The classless system is still a WIP, but it means that their are no classes, based on the Skills, feats, and features you select will be what the character can do, not a structured class.
The way you set your character will also determine which EXP table you will use for advancement.
How does it work?
The round is a 6 second box full of moves and attacks for the characters following 1 another in turn, normally.
This system still limits the actions to the round, but uses the second clock as well.
Initiative is rolled and the order placed in a chart like normal
The 1st second Movement Phase:
The lowest Initiative roll moves first, the highers can move at any time to block them. etc. You can move up to your SPD Attribute (Modified for encumbrance). 1/3 would be a walking speed, above 2/3 is a run.
The 1st second Attack Phase
You would now do your attacks, if a target is within range following normal initiative order.
repeat 5 more times, the GM doesn't wait for people to think but keeps it moving along, basically forcing them to act now or wait until the next second.
People leaving gaps in lines or stopping a flanking opponent happens much more often. Also it limits people being in the way for line of sight attacks.
It is playing out the 6 seconds together, rather than what are you doing during these 6 seconds.
Combat:
The ability to use weapons is split to per weapon and anything can be selected, like a long sword or Hand (Fist). The bonuses then only apply to a single weapon and how far you train in the one weapon. The level of training will determine the BAB table benefits, bonuses, etc. Weapons are treated like a skill, you can use any weapon but only those you trained in will allow for a bonus to the roll. The special attacks like, grapple, trip, and the rest are also treated like skills. The same is true for defensive measures as well being trained in a shield or armor is also a skill. Spells are cast over time meaning you might have the chance to run up to the mage and hit them before the spell is complete.
Spells:
1 cast over time
2 Open to what you can do based on traits, and scales to the Spell Level to be released based on the points you spend on the spell (limited by your level)
3 Memorized spells are still there and are used to reduce casting times
4 The type of release is picked by the mage at time of release; did it need to be a burst, a cone, a beam you decide.
5 The more powerful the spell the higher the points needed and the higher the spell slot used
MP system:
This is just a simple why keep track of Ki, Rage points, available spells, etc. You can just use one system MP (Mana, Mind Points) and use it for all of these. The recovery rate is the same as overnight HP so it is low meaning you have to think carefully if you should use them, but can allow you to go all out when necessary.
Armor:
Well that was because you can now customize your armor. You can fit a AC to what your character is actually wearing. Not wearing a helmet so your super hearing can be used, well now it is possible to adjust the AC for it. Wearing leather with a chest and back plate, well now it can generate a AC, weight and modifiers for that.
-GAFY