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I dislike the current magic system (v1)

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  • #16
    To refine the above spellbook thoughts a bit more, I just wrote down the following in my proposed house rules (hopefully unneeded because the changes are made official):

    Wizard’s spellbooks act as an Array, containing 5 chosen powers to start, of which they can only prepare and cast 3 of them each day (chosen during morning spell prep). When choosing the “New Powers Edge”, they may choose 3 new powers to add to their spellbook, but may only prepare 2 more each day.

    The Universalist Wizard can cast non-prepared spells as a Ritual using his spellbook and taking 10 minutes extra casting time.

    A School Specialist Wizard can spend 10 minutes studying his spellbook to change any prepared spell to a spell from his specialty school.

    I thought about making them Edges, but I included it in the base wizard choice this way to further define the difference between Universalists and School Specialists Wizards.
    Last edited by Samurai007; 03-28-2021, 07:45 AM.


    • stadi
      stadi commented
      Editing a comment
      Something definitely needs to bedone to the Wizard that he has access to more spells, but I don't like the memorizations approach. That's too Vancian for me and i never liked that, never understood what the thematic logic behind that is. If I want to play Vancian I can get back to D&D. It could be something like a ritual. If you do a ritual, you have a bigger chance that it succeeds, and / or costs less PP. And / or maybe you can rituals for all the spells beneath your level, even if you don't know them.

  • #17
    Regarding Wizard versatility, here are some other observations:

    1. The more I look at the Sorcerer class, the more I think the Wizard needs a little boost to set it apart. The Sorcerer can choose the same familiar/bonded object boost the Wizard gets OR any number of other cool perks (lightning resistance, Str+d4 AP 2 claws, and +1 Toughness at Novice rank - DAYUUUUM!) and doesn't face the 100% downside of the Spellbook requirement.

    2. Obviously the Heroic Rank Wizard edge, Eldritch Inspiration, is meant to cover the whole "Wizards are versatile" trope. As long as you have your Spellbook on you, cast any power of your rank or lower at -2 for a Benny. In my opinion, it's a good starting point, but the barrier to entry is too high: Heroic rank requirement means that Wizards aren't actually versatile until the late game. Also, Spellbook + Benny + (-2) penalty is a lot to overcome. And I am not a huge fan of crossing "arcane" and "divine" magic like that. Wizards don't heal. They are versatile, but they aren't all powerful.

    My take on a way of dealing with this: a version of Eldritch Inspiration should just be part of the Spellbook ability. In exchange for being required to study it everyday, you also get access to all other Wizard powers of your rank or lower.

    As for being required to have your Spellbook on you to use the ability? 100% that makes sense and is thematically appropriate.

    Benny + a (-2) penalty? Seems like that could be tweaked a bit. Maybe it's Benny and penalty, but if you add 10 minutes to the casting time, you avoid the -2 penalty. Maybe the heroic Eldritch Inspiration edge removes the requirement to spend a Benny and/or the penalty? Any Wizard is versatile, but a Heroic Wizard is so experienced that they can more easily replicate spell effects they don't know. I mean, there certainly needs to be some kind of notable penalty for casting an otherwise "unknown" spell because otherwise a Wizard would never need to take the New Powers edge.
    Maybe it's not a -2 casting penalty, maybe activating an unknown power costs 2 more PP, but it can be shorted normally. And then adding 10 minutes to the casting time of any Wizard spell provides a +2 bonus on the skill roll (thus allowing you to either short an unknown power at no penalty or be more likely to succeed).

    I don't know. Regarding Stadi's remark about preparing spells: I don't mind it so much, but I 100% agree that memorizing different spell lists each day is not FFF Savage Worlds. It is distinctly something else. Being able to just cast any Wizard power of your rank or lower with a tradeoff (Benny, penalty, etc) feels like a much more SW way of doing it.
    Last edited by Leatherneck556; 03-28-2021, 10:02 AM.


    • Leatherneck556
      Leatherneck556 commented
      Editing a comment
      Thought about it some more, and I have some refinement:

      In reconsidering, I don't think Benny + penalty is too harsh. The use of a Benny in this case is similar to the "influence the story" use of a Benny. It's like having a piece of gear that you didn't previously establish you had. -2 penalty is appropriate because you don't actually have the power as a "known power" per your starting powers/edge.

      So here is my more refined idea: as part of the Spellbook class feature add in a paragraph that says something like,

      "As long as a Wizard has his spellbook in his possession, he can spend a Benny to activate any Wizard power of his rank or lower at a -2 penalty (this doesn't apply to the Wizard's starting powers or those gained through the New Powers edge). A Wizard may also copy powers contained in scrolls or other Wizards' spellbooks into his own by spending X gold and Y time per rank of the power. For each power added to the Wizard's spellbook in this way, the requirement to spend a Benny is removed (though the Wizard must still have his spellbook in his possession and the -2 penalty still remains unless the Wizard learns the power via the New Powers edge)."

      Then the benefit of Eldritch Inspiration is that the Wizard can now activate all Wizard powers of his rank or lower without a Benny, as though they have all been copied into the Wizard's spellbook.

      If you want to keep the ability to cast non-wizard powers at that point, then the requirement to spend a Benny remains and note that it isn't possible to to copy non-Wizard powers into the spellbook.

  • #18
    If you turn the spell book into a feature instead of a drawback, something else will need to be changed for the wizard, wouldn’t it? To keep the balance the same? I’m assuming that’s why it’s there in the first a flaw to balance the ‘math’.


    • Deskepticon
      Deskepticon commented
      Editing a comment
      Reef I'm not sure what you mean by giving the sorceror a "bump" on their starting powers. Three powers and 10 PP is the standard AB (Magic) stats in core SWADE. I'm just suggesting that the sorceror be used as the baseline.

      Besides, scuttlebutt says the classes aren't balanced anyway, so that already an issue.

    • Reef
      Reef commented
      Editing a comment
      Deskepticon, by bump I meant compared to the current sorcerer. I’m assuming they only get 2
      Owners to the wizards 3 as part of their class balance. But that’s just my assumption. Maybe the classes aren’t balanced, as you say.

    • Deskepticon
      Deskepticon commented
      Editing a comment
      Reef It certainly looks as if the devs made the Wizard the baseline, then said "well in the source material Sorcerors get fewer spells, so let's just drop their starting powers." Thing is, that's a backward approach since the core Savage Worlds magic system is more akin to how 3.5/PF Sorcerors use magic. It'd be more consistent with the already established balance of SW to make Sorcerors the baseline, then give Wizards more starting powers.

  • #19
    There's a LOT of great ideas in here.

    I'm going to start off by saying a couple things: First, I know they're playtesting and this isn't necessarily final. They know the balance of their game far better than I do. I'll also be honest and say - I've barely gotten the chance to PLAY Savage worlds, in any of it's incarnations - despite having a hefty library of the books. My group prefers Pathfinder. I do have a hefty love of SW and the Deadlands which gave it birth...

    I will also state that I have not yet had the opportunity to deep dive every aspect of this book.

    I will say, despite never having liked the Vancian Magic system, I've been a huge fan of DnD since I first played back in the 80s. When I was in high school I got REALLY into AD&D. 3.x in general. I like 5th. Wasn't a fan of fourth, but they did some good things. I'm a huge fan of Pathfinder, and I've been playing it for... well, pretty much since they came out with their first core book.

    I think that, while they're trying to capture the FEEL, not the RULES of Pathfinder - Wizards and Sorcerer have missed the mark. I don't get the feel of either from reading their class edges or the iconic characters.

    First of all - Spellbooks are oo restrictive without giving enough benefit. The whole 'You have one spellbook' actually doesn't fit the mythos of PF mages, nor what that mythos was built on (dnD). There are a LOT of references in Pathfinder to finding copies of spellbooks, incomplete parts of a wizard's spellbook library. There are literally adventures spanning back decades (for general DnD) about finding such tomes. And some in Pathfinder, too.

    in fact, there are parts in the rulebooks that into great length in talking about how cautious and paranoid wizards make copies of their spellbooks, keeping them locked away and what not. I know you could handwave it... except by the wording of the limitations spellbooks. You can't. It's now the Pathfinder equivalent of the book of the Vishanti, which just seems to magically be just as big as it needs to be.

    This is supposed to be one of the highlights, the staples, of a wizard's career. This is their knowledge. This is their diary. This is every single theory, every single spell, every single thought of possibility, of growth, that a wizard is supposed to have. If everything fades in 24 hours - you've literally ruined any wizard that loses their spellbook is basically hosed. There are no rules for how the wizard is to replace this mid-adventure.

    Spellbook Changes I would consider (and yes, some of these have been mentioned or talked about elsewhere - it's a list of things I like):
    1. I think the first change to a spell book need to be that they can have one ACTIVE spellbook at a time.
      1. They can have 'copies' that are incomplete. Require a bonding process of time, energy, and magical components. Like getting a new Arcane Bond.
    2. Allow the spellbook to grant the wizard more diversity. Some of the suggestions in this thread are AMAZING, at least in base concept.
      1. The wizard writes powers into his spellbook. Obviously.
      2. The wizard also learns new TRAPPINGS as they do new spells. They start with the trappings they've already chosen for the spells they begin the game with and expand from there.
        1. i.e. they find a scroll of Iceball, instead of fireball, and it makes the wizard realize 'Oh wow, I could add this formula to 'Bolt' get Icebolt!
        2. The wizard starts with trappings for the powers they've already chosen. Bolt, with the fire trapping, they have both 'bolt' and 'fire' in their spellbook. Or Force, if they take it as 'Magic Missile'.
      3. Modifiers is ALSO something they learn. Something they can put in their spellbook. They find another scroll about making hitter, more searing... suddenly they know how to make Fireball and Firebolt Lingering.
        1. As a side? I LOVE how modifiers take the place meta-magic feats.
    3. The Wizards spellslots is then comprised of the number of spells OR trapping they know.
      1. Maybe the wizard 'Memorizes' Firebolt, Improve/Decrease Trait, and the Acid the Acid trapping for the day. So, without needing any effort, his Bolt is Fire or Acid.
        1. This also helps give the flavor Metamagic Feats.
      2. I think once a power modifier is learned it should just be part of their repertoire, since you're paying extra power points anyways.
    4. Getting the New Powers Edge
      1. ... okay, this one I might be a bit torn on. Maybe for a wizard it grants an additional daily 'memorization' slots instead of actual new powers known?
        1. The wizard takes this as their first advancement, and they can memorize 5 powers/trappings out of their book?
      2. Maybe it adds new powers/trapping, like normal, and increases the number of memorized slots by 1?
        1. This just replaces the need to find a specific spell/trapping in the wilds of Galorian, or whatever world you're using.
    Sorcerers should be about POWER over diversity.
    1. The power-point discussion... I really think I prefer the traditional SWADE recovery method over pulling from the standard 3.x style of a night's rest. That should recover ALL points.
      1. Either way? Sorcerers could recover them faster. Power over versatility.
      2. Maybe both sides can recover 1d4 per hour of rest (I hate to pull 5e into this - but yes. A short rest. Casual walking, talking... nothing more). And Sorcerers CAN ace this roll? Or maybe they a bonus to recovery for rank? I don't know.
    2. Sorcerers could just innately know Power Modifiers. It's in their blood.

    Just... really tossing out ideas and considerations here. I don't want either side to be MORE powerful than the other. I think the edges that expand on their abilities (Favored Powers, Arcane Mastery, Eldritch Inspiration, etc) work well on expanding on what they CAN do are a right step.

    Also. Sorry for the amount of text.


    • Leatherneck556
      Leatherneck556 commented
      Editing a comment
      Not concerned that it's too complicated. In fact my first suggestion about Wizards being versatile was exactly what you just described about the checklist; have however many spells you want in your spellbook, but you can only "prepare" enough spells per day equal to your starting powers + 2 for each time you take the "New Powers" edge. In effect, starting powers and New Powers for Wizards equal "Spell slots". I don't think that's overly complicated at all, but after hearing other opinions, I also don't think it's all that savage, either. But at the end of the day, I would still be okay with a system like this because it really doesn't require changing anything else about how the rest of the rules work. Not particularly Savage, but not terribly unsavage, either.

      As far as adding in other complications like preparing trappings or choosing trappings at point of casting, now we are talking about getting pretty far away from the base rules. Preparing trappings, choosing them at time of casting, having to "learn" your power modifiers as you go... all these things fly in the face of base SWADE rules to include edges like Adaptable Caster/SWADE Wizard. The reason I suggested a different version of the Eldritch Inspiration edge isn't necessarily because I think it's the "best" way to go about doing this, but that it's one which already has a basis in the rules. The goal with setting rules, Class edges and the like is to capture a certain feel or mechanic without totally changing the core rules of SWADE.

    • Accipiter
      Accipiter commented
      Editing a comment
      Tumola's idea is... actually kind of good.

      And so are Leatherneck's points. I wasn't saying my ideas were. And I know they're not, really - they were simply meant as starting point ideas. Something to different the Wizard and the Sorcerer. Right now, there's not enough.

      Every setting adds and modifies and adjusts the core SW rules. Adds levels of complexity, uses setting specific rules, etc. The one I know best is Rifts. The one I know second best (but not as well as I'd like) is Deadlands. Both modify different rules to different degrees to get the feel, and flavor, of the world - while still having the core SW at their heart.

      I DO disagree with one point Leatherneck made, about it nullifying 'Adaptable Caster'. I think it's just as important and useful as ever.

      I'm a wizard (you know, per Sam Wilson, a sorcerer with a hat) - and I've memorized Fireball, Magic Missile, Shocking Grasp, and a bunch of support spells. I've also memorized the 'Acid' trapping. Because Acid is AWESOME.

      And then I fight a fire elemental. So I want cold. Well. Crap. BUT... I have Adaptable Caster, and I can still use that puppy!

      Adaptable Caster is the Elemental Substitution metamagic on CRACK. I love it!

      But... I will balance my exuberism (I think I made that word up) and concede that some people would then see the edge as less useful.

    • Leatherneck556
      Leatherneck556 commented
      Editing a comment
      Accipiter Fair point. It doesn't completely negate the edge, but I do feel like there is overlap there. At the end of the day, I think the vast majority of us are in agreement that PP recharge, cantrips, and Sorc/Wiz overlap need to be adjusted. The suggestions on how to get there vary, but I think the intent is all the same.

      Also, I can be a passionate arguer, but by no means do I think I have this stuff figured out or even think I have the best ideas. I am throwing things out, seeing how others respond, and refining my own opinions based off that.

      One of the things I was most looking forward to about SWPF was seeing specifically how they handled Sorcerers and Sorcerers w/hats. That interplay is a factor in my own homebrew urban fantasy setting, and I wanted to see how Pinnacle addressed it. I was pretty disappointed by what got put out there, though I think the book is fantastic overall.

      When trying to design homebrew stuff, I always try to see if Pinnacle has already done it first, and how did they do it so that it can inform my own design. So that's where a lot of my suggestions come from. Unlike a lot of people, I really like Vancian magic systems, but I generally want to avoid spell slots and the like because that's never been a Savage Worlds mechanic as far as I can tell. I bring up the "cast any spell on the Wizard list by spending a Benny and rolling -2" mechanic not because I am in love with it, but because I know of at least two other places where that's done in SWADE, one being the SWPF Eldritch Inspiration class edge and the other being SWADE core Gadgeteer edge (though instead of spending a Benny, the caster is limited to 3 PP).

      Whoever suggested that Sorcs be based off AB Gifted instead of AB Magic is onto something, I think.

      A list of changes I would personally be happy with to address the issues we all seem to be having, but which might not be the best solution or be the thing that would make everyone else happy looks like this:

      -Normal SWADE PP recharge mechanics with the caveat that you must be resting (though I would argue that if you set a watch and barred a door in a dungeon, you could in fact "rest" for an hour, understanding that the GM is going to draw for a random encounter). This handles the resource management mechanic IMO.
      -Keep Cantrips as Pinnacle currently has them, but grant a +2 on the activation roll. Then the only way to fail a Cantrip is to Crit Fail, and you are far more likely to get a raise and cast it for free.
      -Make Sorcerers AB/Gifted. They start with 1 Power and 15 PP. They use Spirit as their primary attribute/Focus as their arcane skill (or allow them to have Spellcasting linked to Spirit instead of Smarts).Balance out some of the bloodlines better (ex: Abyssal Bloodline is OP compared to the entire Novice rank Monk edge)
      -Keep Wizards based off AB/Magic. 3 Powers, 10 PP, Smarts, Spellcasting. Spellbook study is required to cast spells, but a Wizard's study of magic enables him to cast any Wizard spell of his rank or lower by casting at -2 and either spending a Benny or adding 10 minutes to the casting time (ie: a ritual) or something like that. Some way of letting Wizards cast a wide variety of spells.
      Last edited by Leatherneck556; 03-30-2021, 01:35 AM.

  • #20
    Originally posted by Accipiter View Post
    I think that, while they're trying to capture the FEEL, not the RULES of Pathfinder - Wizards and Sorcerer have missed the mark. I don't get the feel of either from reading their class edges or the iconic characters.
    +100 on this sentiment. That's really my point, far more so than the idea that having a spellbook is truly debilitating in SWPF. It's really not. But it is 100% downside with no upside.

    Reef, I get your point about not just balancing Sorc vs. Wizard, but it's easy for this discussion to focus in on that for the same reason expressed in the quote above: I'm way more concerned about the distinction between the two primary arcane casters from a "feel" perspective than from a rules/balance perspective. With that said, I think the rules are what reinforce the feel. Balance is absolutely important; that's why I keep saying that I'm not the one who has designed this whole system and spent countless hours playtesting it. These are just opinions, and I don't necessarily think my way is the right way.

    With all that said... As it stands now, I see exactly one pretty negligible point of difference between a universalist Wizard and a Sorcerer that takes the Arcane Bloodline: The Wizard has a spellbook requirement and 3 starting powers whereas the Sorcerer has no spellbook requirement and gets 2 starting powers. That's not really enough of a distinction to be worth making two different classes, IMO.

    All my focus on the spellbook and the idea that Wizards are supposed to be versatile is about the feel of the original. The distinction between classes from an in-game perspective.

    I'm not a fan of wild changes to the base SWADE mechanics, so I don't care for some ideas that have been pitched such as spell slot memorization, learning trappings/power modifiers as you go (as opposed to just having the options right off the bat), or having to rest 8 hours to get your PP back. All those things violate the feel of SWADE to me. I believe the goal is to capture the feel of Pathfinder/3.5-type stuff while keeping the rules as Savage as possible, so that's always my goal as well.

    I would rather see something like Sorcs start with 2 powers and 15 PP, Wizards start with 3 powers and 10 PP, but the Wizard's spellbook provides the ability to learn/cast additional wizard spells for a cost (like the Benny and -2 casting penalty deal). Per the original source material, Sorcs are all about a narrowly defined set of powers that are inherent to themselves which they can cast on the fly (and a lot of times). That could justify 2 starting powers and 15 PP, I think. Wizards are all about knowledge, learning, seeking out lore, jealously guarding their secrets, paranoidly (is that a word?) making backups of their spellbooks and filling libraries with arcane writings. Studying magic, rather than being born with it, means that they are not as powerful, but their options are far greater.

    I just don't think there are compelling differences between the two classes in SWPF, and I would like to see those differences.


    • Tumola
      Tumola commented
      Editing a comment
      Maybe not a problem but a somewhat dreary class design.

      I feel like the druid could maybe have Spellcasting (Smarts). I'm not so familiar with Pathfinder lore, but does Faith make sense for druids? Also there are many skills they got in Pathfinder that are linked to Smarts in SW: Healing, Notice, Survival (no longer needed to change the attribute).
      Last edited by Tumola; 03-28-2021, 06:48 PM.

    • Deskepticon
      Deskepticon commented
      Editing a comment
      Tumola Skills in SW reinforce tropes. "Faith" is not just about praying to a god, it's about having a moral compass and conviction in your beliefs. If a druid turns away from nature, she loses her powers. She must remain true those convictions; she can't "fake it".

      Spellcasting, by contrast, is formulaeic. As long as you know the words and gestures, magic doesn't care about your motives.

    • Accipiter
      Accipiter commented
      Editing a comment
      @Leatherneck - you actually defined what my LONG and rambling post was really trying to sum-up - and added some better ideas to boot. Well done.

      Wait. I completely missed the fact that a Wizards' casting ability ISN'T tied to Smarts. *tossing my pointy hat aside.* Sorcerer, here I come.

  • #21
    A quick comment concerning how serious of a hindrance a Wizard's spellbook is: My wife was just talking about the Talisman hindrance in Deadlands. Like spellbook, it requires the character possess something to use powers. So for reference/comparison...

    Talisman is available as both a major and minor hindrance. As a minor hindrance, the spellcaster suffers a -1 to power activation if she loses the talisman. This increases to -2 as a major.

    By contrast, if a SWPF wizard loses her spellbook, she just can't cast spells at all.


    • #22
      Yeah, I pretty much hate it. It means that if I am playing a pure spell caster, then in a LOT of encounters I am just going to be sitting there watching the rest of the party play, because I am either out of power (unlikely) or I am hording my power until it is REALLY needed.

      The current SWADE rules on regaining power are likely too generous and would over balance spell casters, but as currently written, the rules on power use / regeneration are going to make playing a spell caster really boring for a LOT of players.

      Imagine if the fighters were told, okay, you can only fight for 1 round per day per point of vigor that you have. After that you are fatigued and need a full night's rest to recover. Alternatively, you can spend a bennie and get 1 d4 rounds of additional fighting without penalty. How would that go over?


      • ellipses
        ellipses commented
        Editing a comment
        Leatherneck556 I was thinking the same thing. I consider Deadlands to be a “low magic” setting, but their casters are somehow able to cast more spells than this magical fantasy world? Sure SWPF has spells that can become more powerful, but they can only cast them a couple times a day? That doesn’t feel right.

      • Accipiter
        Accipiter commented
        Editing a comment
        Galorian is a high magical world.

        With the limited number of power points, compared to the high casting cost of some spells - I don't think the standard SWADE PP recovery system is actually overpowered.

        Novice Fighter: Chooses a a combat edge for free every encounter.
        Barbarian: Rages for 30 seconds (would still rather it be a minute, but I digress). Spends an hour contemplating his navel and does it again. No drawback.
        Wizard/Sorcerer/Spellcaster: Spends their 10 PP fighting off a squad of goblins. 'Alright guys, good fight! I'm going to get eight hours of sleep! See you in the morning!'

        Yes, I know a caricature and extreme example. But the burning resources (bennies), or having to wait for the slow trickle effect... is more than fine.

        Flavor vs. Rules - I want my casters to be throwing down power when they're legendary. Because they're going to be facing spell-slingers who can do the same. They tried to mimic Vancian limitations too closely with the changes. I WANT the fighter to have to think about charging the mage hovering off the ground, fire swirling around his head, ice in his hands and a malevolent smirk on his cold, undead, lich-face...

        Full recharge on 8 hours of sleep, because... obviously. Let the normal, SWADE recharge take place while adventuring. I mean... the whole powers section starts off talking about just how magical Galorion (I ALWAYS spell that wrong) is - they give a basic detect magic to all casters for free.

        Then they counter that by hobbling the casters.

        My criticisms aside... I do love the book, overall.
        Last edited by Accipiter; 03-29-2021, 01:18 PM.

      • Ndreare
        Ndreare commented
        Editing a comment
        Originally posted by Leatherneck556
        Leatherneck556 commented Yesterday, 08:50 PM

        Agreed Reef. SWPF is MORE magical than default SWADE, so why do Spellcasters have so much less power?
        This is something exactly along the lines of what I was thinking. A lot of places it feels like they converted mechanics (such as races varying widely in point value from one to another) and others they translated concepts (such as class edges).

        I feel like the second approach is so much better as it lets us really feel the setting, without the mechanics we deliberately left behind.

        I get that they do not want mages spamming the same combo, but isn't that what fighters, rogues, and every other class in every other game does?

    • #23
      I Googled "Pathfinder" and "Ritual Magic" and found a few references to occult ritual magic possibly existing in Golarian in a few modules. Would that be enough justification to allow the SW setting rules for ritual magic to be used in Savage Pathfinder? Not every spell is cast in the heat of combat. Perhaps wizards and other casters in Pathfinder could use ritual magic when they have time to burn, and want to conserve Power Points. A wizard who collects books and scrolls could use those spells ritually out of combat even when they haven't taken the New Powers edge to be able to cast them on the fly using Power Points.

      It would give covens and cults a purpose. A group of wizards could Aid their leader to cast a Mass Teleport spell. A group of clerics could work together to Resurrect someone even if none of them had the power to do it individually. Being able to use ritual magic could take some of the sting out of the "8 hours to recharge" rule.

      ​​Update: I did a text search within the Savage Pathfinder core rules, and on page 150 it mentions rituals twice as being handled as Dramatic Tasks. I do not know if this was a deliberate inclusion, or is just vestigial content from previous examples of situations that can be handled by Dramatic Tasks.
      Last edited by Scott Webster; 03-31-2021, 06:30 PM.


      • #24
        We talked about the design process behind spellcasting in Savage Pathfinder on this week's Design Corner, including some updates we're making across the system!