Herein I describe details of my ongoing campaigns, discuss the D&D game, and talk about other issues in gaming that I find relevant. I am not very fond of 4th edition, having played it once and found it too WoWish. Consequently most of my articles will reference 3.5 and previous editions.
This Spells Trouble
Posted 3rd October 2008 at 02:06 AM by airwalkrr
Magic and spells form one of the largest rules subsets in the entire D&D rules system. Together they take up almost half the Player's Handbook just by themselves. 7 of the game's 11 core classes are capable of spellcasting, and it would be suicide for any adventuring party to not include at least one dedicated caster amongst their ranks. Magic and spells are clearly an important part of the D&D experience. This week, I take a look at the rules regarding spellcasting, with an eye towards streamlining those rules to make perhaps the most unwieldy part of the game a bit simpler to handle.
Spell saving throw DCs is one area of the rules that causes particular trouble for late-game, high-level spellcasters. Whereas a spell like magic missile retains much of its usefulness for a 10th-level wizard, a charm person spell, with its relatively low save DC, often lacks the punch required to deal with the threats a 10th-level wizard must deal with. One could also look at the difference between charm monster and its inferior cousin and realize that the higher-level spell already has the more advantageous benefit of being applicable to any creature type. And why should all spell ranges stay the same when the DCs do not? Nestled elsewhere within the game there is a solution to be borrowed to address this unique phenomenon. A number of special abilities have DCs equal to 10 + 1/2 the level of the creature + some key ability modifier. I say spells should follow the same model. All spell saving throw DCs, regardless of level, should be equal to 10 + 1/2 the character's spellcaster level + the key ability modifier for casting. This also makes book-keeping a bit easier for casters, who have a difficult enough time as it is.
There is another aspect of spells that does not always seem to make sense: touch attacks. Melee touch attacks put the spellcaster dangerously close to enemies in the first place, but to make matters worse, they must then rely upon their Strength modifiers to help them hit. For some characters, such as clerics, this is not always horrible news, but one must wonder what a character with a high Strength score is doing casting spells instead of swinging a two-handed weapon. Many casters try to get a good Dexterity score, but not all are always so lucky. It makes sense to me that a spellcaster's key ability modifier should help in all aspects of spellcasting, including the application of touch spells. When calculating a spellcaster's attack bonus for a melee touch spell or ranged touch spell, a spellcaster may use his or her base attack bonus plus the key ability modifier for the spell being cast instead of the spellcaster's Strength or Dexterity modifier respectively.
These changes are not very difficult to make. They also fit neatly on top of existing stat blocks without really causing a fuss. For spell DCs, a simple way to effect the chance is to simply use the highest save DC listed (due to rounding, this may sometimes be off by 1, but it is close enough). Spellcasters rarely have their attack bonus for touch spells listed anyway so the DM is often forced to calculate it himself, and for players the correction is simple.
Next week, I'll address some specific spells that have caused problems for me and my gaming group in the past, as well as our solutions for those problems.
Spell saving throw DCs is one area of the rules that causes particular trouble for late-game, high-level spellcasters. Whereas a spell like magic missile retains much of its usefulness for a 10th-level wizard, a charm person spell, with its relatively low save DC, often lacks the punch required to deal with the threats a 10th-level wizard must deal with. One could also look at the difference between charm monster and its inferior cousin and realize that the higher-level spell already has the more advantageous benefit of being applicable to any creature type. And why should all spell ranges stay the same when the DCs do not? Nestled elsewhere within the game there is a solution to be borrowed to address this unique phenomenon. A number of special abilities have DCs equal to 10 + 1/2 the level of the creature + some key ability modifier. I say spells should follow the same model. All spell saving throw DCs, regardless of level, should be equal to 10 + 1/2 the character's spellcaster level + the key ability modifier for casting. This also makes book-keeping a bit easier for casters, who have a difficult enough time as it is.
There is another aspect of spells that does not always seem to make sense: touch attacks. Melee touch attacks put the spellcaster dangerously close to enemies in the first place, but to make matters worse, they must then rely upon their Strength modifiers to help them hit. For some characters, such as clerics, this is not always horrible news, but one must wonder what a character with a high Strength score is doing casting spells instead of swinging a two-handed weapon. Many casters try to get a good Dexterity score, but not all are always so lucky. It makes sense to me that a spellcaster's key ability modifier should help in all aspects of spellcasting, including the application of touch spells. When calculating a spellcaster's attack bonus for a melee touch spell or ranged touch spell, a spellcaster may use his or her base attack bonus plus the key ability modifier for the spell being cast instead of the spellcaster's Strength or Dexterity modifier respectively.
These changes are not very difficult to make. They also fit neatly on top of existing stat blocks without really causing a fuss. For spell DCs, a simple way to effect the chance is to simply use the highest save DC listed (due to rounding, this may sometimes be off by 1, but it is close enough). Spellcasters rarely have their attack bonus for touch spells listed anyway so the DM is often forced to calculate it himself, and for players the correction is simple.
Next week, I'll address some specific spells that have caused problems for me and my gaming group in the past, as well as our solutions for those problems.
Total Comments 5
Comments
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Looking forward to the anecdotes and patches on the spells!Posted 3rd October 2008 at 03:18 AM by VectorSigma
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True Sorcery implemented your DC suggestion, and I find that it works great. Though True Sorc doesn't really have low-level spells, per say. Implemented with normal spellcasting, I could see it working quite well for making low-level spell slots useful for things other than Mage Armor (lasts all day, cheaper than +4 bracers, doesn't take up an equipment slot) and the ubiquitous Magic Missile.
Personally, I think using a mental ability score for a melee attack seems a little... off. I prefer to let casters use Dexterity without taking Finesse. I also tend to combine touch attacks with natural attacks/monk unarmed strikes. As a homerule (or feat), we sometimes let casters use touch attacks through weapons.
Also, if I prepare or learn a touch spell, I figure out my touch attack bonus. Alternatively, I often calculate it on the spot, since it's fairly simple (BaB+Str+... that ioun stone that adds to all attacks? maybe?).Posted 3rd October 2008 at 04:44 PM by hollowleg
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More good suggestions, keep them coming.
The spell save DC will work cleanly, be simpler, however it doesn't change the fact that low level spells in general are not really effective against the threats you typically face above 10th level.
I found for my own gaming experience that in addition to a simplified saving throw was the shift to primarily "no save" type spells for 1st to 3rd level once you're over 10th. Not surprisingly, you comment then about touch spells, which are the majority of those no save spells. Adding your primary stat to hit for those spells is a nice addition.Posted 5th October 2008 at 02:52 AM by ashockney
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Casters are overpowered in 3e. Why give them more power?Posted 15th November 2008 at 05:14 PM by Atanatotatos
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It's not about giving casters more power (and the idea that casters are overpowered in 3e is far from consensus). It's about unifying the rules system. This way, casters need only worry about one to-hit bonus and one save DC when casting spells (as long as they don't have Spell Focus).Posted 19th November 2008 at 06:30 PM by airwalkrr
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