| Teridax |
Based on some ongoing conversations around making use of class DC, I think a few elements jump out:
In the past, I wondered what would happen if class DC and spell DC were merged, and tried out this sort of change at my table, especially when playtesting content for Starfinder. Specifically, here were be the changes:
- 1. All classes with a spellcasting feature become experts in spell attacks at level 5, and masters at level 13. Nobody becomes legendary.
- 2. Spell attacks benefit from item bonuses to attack rolls, as well as attack potency bonuses when using Automatic Bonus Progression. Use the item bonus from the strongest weapon potency rune on an item you're wearing or holding.
- 3. Every named staff gets a weapon potency rune appropriate for its level.
- 4. If the staff would be cheaper than its weapon potency rune, increase its cost to match its rune. This generally would require only minor adjustments (level 10 staves would need their cost bumped up by 15 to 35 gp, some level 16 staves would need their cost bumped up by 35 to 435 gp). If the staff's Price already matches or exceeds that of the rune, no change.
- 5. Prevent the weapon potency rune from being transferred out of the staff for reselling: if the staff loses its rune, it loses the ability to be prepared and cast spells until it regains that rune once more.
- 6. If a player wants to craft a personal staff, have the resulting staff come with a weapon potency rune appropriate for its level. If the player has one such rune and wants to supply it during the crafting process, deduct its cost from the total crafting cost as normal.
- 7. You can apply the same change to Kineticists, having their impulse attack proficiency increase to expert at level 5 and master at level 13 (and no longer legendary at any level). You can even change their impulse attack proficiency to spell attack proficiency, and have their impulses work as spells (so you'd be Casting a Spell). If you do all of this, increase the item bonus provided by a major gate attenuator to +3.
- 8. As an optional additional rule, you can state as a baseline that spell attacks always use your key attribute as their attribute modifier, with classes and archetypes no longer needing to specify a spellcasting attribute. This would specifically affect the Magus and martial classes multiclassing into a caster.
When I tried out these changes, here are the benefits I noticed:
TL;DR: everything relating to spells became much simpler, these changes made multiclassing, innate spells, and crit spec effects more attractive to certain classes, and the Magus and Kineticist especially had more options available to them without necessarily changing their niche.
Here are the downsides and risks I encountered with these changes:
... and that's my two cents about what worked and what didn't with these house rules. I don't think this is something to implement in-game, necessarily, because I think we're past the point of big systemic rewrites such as this and there are probably a lot of aspects to these changes that may be difficult or risky to implement, but it's certainly something you could try at your table with everyone else's consent if you wanted to. Give it a try if you want, and if this isn't something you'd want at your table, that's okay too!
Ascalaphus
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I feel like the distinction between class DC and spell DC is mostly an artifact of "well, if you're not casting spells, it doesn't make sense to have a spell DC".
The remaster already started to walk this back a bit by using just a single proficiency for all of your spellcasting, instead of having separate proficiencies per tradition.
But I can imagine say, a fighter with wizard dedication getting a bit odd "spell DC" if it's based on strength. So maybe the attribute modifier should stay?
Or maybe casters could just get their equivalent of gate attenuators?
I played a campaign where the GM let potency runes apply to spells as well and it made casting a lot more interesting, even for my magus who didn't have to directly cast so much, could rely on spellstrike.
| Teridax |
Yeah, using a different attribute for spells is totally valid, and would avoid a slew of martial classes casting spells with Strength or Dexterity (and a relative +2 to their accuracy compared to using a mental attribute) if that feels weird.
The way I see it, staves are basically already the equivalent of gate attenuators for casters: if they can come packaged with a free/"free" weapon potency rune that'd enhance spell attacks, that'd allow casters to scale at the same rate as most martials in terms of spell attack accuracy. It makes me quite glad to hear that you've had a good time with applying these item bonuses to spells, and I hope that idea catches on more.