Stiq
2014-08-28, 08:03 PM
Hello and welcome! In an effort to get some publicity for some homebrew work I'm doing, I've decided to release some of my recent work a little at a time. Today's work: How to convert common preparation casters in the Pathfinder RPG into spontaneous equivalents while keeping its flavor mostly in tact. While I'm sure more than a couple of you just don't like playing prep casters in the first place, many of you are probably skeptical, and I'm here with the claim that there are actually a lot of good reasons to do so.
Tier 1 vs. Tier 2: Preparation Casting Is Powerful
So, many of you have probably heard of the tier system for D&D 3.5/Pathfinder, and while you may not subscribe to it on the whole, I think one thing is relatively clear: while spontaneous casters have the edge in the early levels, preparation casters catch up quickly, and are potentially really powerful in the right hands.
The general reason why the likes of Clerics and Wizards are considered stronger than the Sorcerer is because they don't have a limit on Spells Known. This means they are able to maintain a very massive amount of versatility in exchange for some of their firepower. This is particularly true of divine casters like the Cleric and Druid, who can prepare from their entire spell lists and who don't lose anything for their specialization mechanic (Domains, for all clerics and some druids). Sorcerers may be able to serve nearly any role in the party, whether it's tanking by proxy with Summon Monster or providing crowd control magic like Reverse Gravity, but there's a certain degree of build commitment involved in playing a sorcerer. Preparation casters, on the other hand, can achieve these things, and can also radically change their build every 8 hour rest in response to new information.
Preparation Casting Is Not User Friendly
I understand a lot of people like prep casting, and I'm not here to tell you not to do things you find fun. What I can say from experience, however, is that preparation casters have a really powerful payoff if you know how to play them, and learning how is not easy. Spontaneous spellcasting is by all rights a much more new-player friendly system, and while it is ultimately less versatile, it requires a bit less meticulous forethought.
If you're still interested, here's a basic breakdown of how to convert a prep caster into a spontaneous equivalent:
1. Get a Spells Known Table
The primary balancing factor that keeps spontaneous casters in check (and doesn't keep preparation casters in check) is a finite number of spells known.
For purposes of the Cleric, Druid, Wizard, and Witch classes, the Sorcerer Spells Known table serves our purposes reasonably well, and Magus can make do with the Bard Spells Known table. A spells known table for Paladins and Rangers will be included in the post appendix. Alternatively, you might make them the exceptions, since both Paladins and Rangers have relatively small spell lists and diminished spellcasting abilities.
Also of note: because of their flavor, Alchemists are rather difficult to turn into spontaneous casters without causing problems, but you may be able to make do if you re-fluff them somewhat.
2. Convert The Specialization Mechanics
This step is more class-specific, so if you're using a homebrew class or something it's going to be a bit trickier, but here's a conversion for the Pathfinder prep spellcasting classes that have specialization mechanics (namely excluding the Magus, Paladin, Ranger, and Witch, who don't have any mechanic of the sort):
Cleric: Remove the Domain spellcasting slot. Gain domain powers as normal, and all Domain spells are added to the Cleric's Spells Known at no cost.
Druid: As Cleric, if they selected the Domain option as their Nature Bond.
Wizard: Remove Specialist Wizard spellcasting slot. Wizard gains one spell known from their favored school at no cost. Remove Wizard's ability to extend beyond their Spells Known by learning from scrolls.
By following these two steps, and using the Spontaneous Spellcasting rules from then on, you'll have successfully converted the caster of your choice into a spontaneous equivalent. Compared to classes like Oracles and Sorcerers, these classes will have substantially less powerful in exchange for being more versatile than their native-spontaneous counterparts.
APPENDIX I: Paladin and Ranger Spells Known Table
Paladin/Ranger Spells Known
Level
1st
2nd
3rd
4th
1
-
-
-
-
2
-
-
-
-
3
-
-
-
-
4
2
-
-
-
5
3
-
-
-
6
4
-
-
-
7
4
2
-
-
8
4
3
-
-
9
4
4
-
-
10
5
4
2
-
11
5
4
3
-
12
5
4
4
-
13
6
5
4
2
14
6
5
4
3
15
6
5
4
4
16
6
5
5
4
17
6
5
5
5
18
6
6
5
5
19
6
6
6
5
20
6
6
6
6
APPENDIX II: Extra Spellcaster Variant Rules
New Spells Per Day Tables
There is some text in these that are largely restatements of the above, but these are spells per day tables I wrote specifically for the purpose of counteracting the... well, quadraticness of spellcasters. They're loosely in line with the way spells per day are determined in D&D 5e and feature a column which determines Spells Known similarly to 3.5/Pathfinder Wizards. I encourage you to use what you like and not use what you don't, as these are something I'm still testing. They can broadly be considered to be a spellcaster nerf, particularly for full 9-spell-level casters.
http://imgur.com/a/aKQoV#0
Why you would use this: It's something of a broad nerf to spellcasters. Hardly makes them unplayable, but it does a great deal to try and curb their late-game dominance.
Why you wouldn't use this: It's a broad nerf to spellcasters, meaning that if you're not really having problems with spellcasters in your group, then you probably don't want to bring down the hammer on all of them.
Arcane Spell Failure Variant: Armor Check Penalty Spell Failure
The following replaces the standard rules for Arcane Spell Failure, and applies to all spellcasters instead of only Arcane spellcasters.
Any spellcaster (arcane, divine, or otherwise) wearing armor or using a shield with which they are not proficient must make a Concentration Check DC 15 + Spell Level or lose the spell. The caster also suffers the armor’s Armor Check Penalty on all concentration checks. Additionally, these drawbacks always apply when wearing heavy armor and tower shields, even if you are proficient in them. Paladins of 4th level or higher can wear heavy armor without impairment, but only when casting Paladin spells.
Why you would use this: it allows you to run armored casters without being completely broken, if you're into that sort of thing. It also punishes Divine casters in equal measure for wearing armor they aren't proficient in, though honestly for most of them that isn't even a problem.
Why you wouldn't use this: It's technically an arcane spellcaster buff, and there are understandably a lot of reasons you wouldn't want to do that. It also synergizes really well with any class that you can dip into for easy armor proficiency, like Fighters or Barbarians. Use this with caution, although if you have a house rule that limits how many proficiencies you can get from dipping into a class, this may be a good variant for you.
Tier 1 vs. Tier 2: Preparation Casting Is Powerful
So, many of you have probably heard of the tier system for D&D 3.5/Pathfinder, and while you may not subscribe to it on the whole, I think one thing is relatively clear: while spontaneous casters have the edge in the early levels, preparation casters catch up quickly, and are potentially really powerful in the right hands.
The general reason why the likes of Clerics and Wizards are considered stronger than the Sorcerer is because they don't have a limit on Spells Known. This means they are able to maintain a very massive amount of versatility in exchange for some of their firepower. This is particularly true of divine casters like the Cleric and Druid, who can prepare from their entire spell lists and who don't lose anything for their specialization mechanic (Domains, for all clerics and some druids). Sorcerers may be able to serve nearly any role in the party, whether it's tanking by proxy with Summon Monster or providing crowd control magic like Reverse Gravity, but there's a certain degree of build commitment involved in playing a sorcerer. Preparation casters, on the other hand, can achieve these things, and can also radically change their build every 8 hour rest in response to new information.
Preparation Casting Is Not User Friendly
I understand a lot of people like prep casting, and I'm not here to tell you not to do things you find fun. What I can say from experience, however, is that preparation casters have a really powerful payoff if you know how to play them, and learning how is not easy. Spontaneous spellcasting is by all rights a much more new-player friendly system, and while it is ultimately less versatile, it requires a bit less meticulous forethought.
If you're still interested, here's a basic breakdown of how to convert a prep caster into a spontaneous equivalent:
1. Get a Spells Known Table
The primary balancing factor that keeps spontaneous casters in check (and doesn't keep preparation casters in check) is a finite number of spells known.
For purposes of the Cleric, Druid, Wizard, and Witch classes, the Sorcerer Spells Known table serves our purposes reasonably well, and Magus can make do with the Bard Spells Known table. A spells known table for Paladins and Rangers will be included in the post appendix. Alternatively, you might make them the exceptions, since both Paladins and Rangers have relatively small spell lists and diminished spellcasting abilities.
Also of note: because of their flavor, Alchemists are rather difficult to turn into spontaneous casters without causing problems, but you may be able to make do if you re-fluff them somewhat.
2. Convert The Specialization Mechanics
This step is more class-specific, so if you're using a homebrew class or something it's going to be a bit trickier, but here's a conversion for the Pathfinder prep spellcasting classes that have specialization mechanics (namely excluding the Magus, Paladin, Ranger, and Witch, who don't have any mechanic of the sort):
Cleric: Remove the Domain spellcasting slot. Gain domain powers as normal, and all Domain spells are added to the Cleric's Spells Known at no cost.
Druid: As Cleric, if they selected the Domain option as their Nature Bond.
Wizard: Remove Specialist Wizard spellcasting slot. Wizard gains one spell known from their favored school at no cost. Remove Wizard's ability to extend beyond their Spells Known by learning from scrolls.
By following these two steps, and using the Spontaneous Spellcasting rules from then on, you'll have successfully converted the caster of your choice into a spontaneous equivalent. Compared to classes like Oracles and Sorcerers, these classes will have substantially less powerful in exchange for being more versatile than their native-spontaneous counterparts.
APPENDIX I: Paladin and Ranger Spells Known Table
Paladin/Ranger Spells Known
Level
1st
2nd
3rd
4th
1
-
-
-
-
2
-
-
-
-
3
-
-
-
-
4
2
-
-
-
5
3
-
-
-
6
4
-
-
-
7
4
2
-
-
8
4
3
-
-
9
4
4
-
-
10
5
4
2
-
11
5
4
3
-
12
5
4
4
-
13
6
5
4
2
14
6
5
4
3
15
6
5
4
4
16
6
5
5
4
17
6
5
5
5
18
6
6
5
5
19
6
6
6
5
20
6
6
6
6
APPENDIX II: Extra Spellcaster Variant Rules
New Spells Per Day Tables
There is some text in these that are largely restatements of the above, but these are spells per day tables I wrote specifically for the purpose of counteracting the... well, quadraticness of spellcasters. They're loosely in line with the way spells per day are determined in D&D 5e and feature a column which determines Spells Known similarly to 3.5/Pathfinder Wizards. I encourage you to use what you like and not use what you don't, as these are something I'm still testing. They can broadly be considered to be a spellcaster nerf, particularly for full 9-spell-level casters.
http://imgur.com/a/aKQoV#0
Why you would use this: It's something of a broad nerf to spellcasters. Hardly makes them unplayable, but it does a great deal to try and curb their late-game dominance.
Why you wouldn't use this: It's a broad nerf to spellcasters, meaning that if you're not really having problems with spellcasters in your group, then you probably don't want to bring down the hammer on all of them.
Arcane Spell Failure Variant: Armor Check Penalty Spell Failure
The following replaces the standard rules for Arcane Spell Failure, and applies to all spellcasters instead of only Arcane spellcasters.
Any spellcaster (arcane, divine, or otherwise) wearing armor or using a shield with which they are not proficient must make a Concentration Check DC 15 + Spell Level or lose the spell. The caster also suffers the armor’s Armor Check Penalty on all concentration checks. Additionally, these drawbacks always apply when wearing heavy armor and tower shields, even if you are proficient in them. Paladins of 4th level or higher can wear heavy armor without impairment, but only when casting Paladin spells.
Why you would use this: it allows you to run armored casters without being completely broken, if you're into that sort of thing. It also punishes Divine casters in equal measure for wearing armor they aren't proficient in, though honestly for most of them that isn't even a problem.
Why you wouldn't use this: It's technically an arcane spellcaster buff, and there are understandably a lot of reasons you wouldn't want to do that. It also synergizes really well with any class that you can dip into for easy armor proficiency, like Fighters or Barbarians. Use this with caution, although if you have a house rule that limits how many proficiencies you can get from dipping into a class, this may be a good variant for you.