Dandu
First Post
Bards are a well balanced, versatile class in core and become better out of core.Bards already suck.
Bards are a well balanced, versatile class in core and become better out of core.Bards already suck.
Obviously this would weaken damage-based casters the most, but that's the point. With the 1/2 level solution, the evokers would be able to do something other than fireball, maybe even pick up a weapon.
Replace Cleric with Healer
Ban Druids
Allow only spells of the school of illusion for Wizards and Sorcerors.
Assuming we are using core classes only (well except for the Healer), would this work to stop the full-casters from dominating high-level play?
-Remove stat bonuses from spell saves. Casters with a high (18+) primary stat can too often cast spells that are difficult, even effectively impossible, to resist. Removing the bonus to spell saves significantly limits the effectiveness of "save or die" spells, while not removing them entirely. It also tends to reduce the overwhelming desire casters have for stat-boosting items.
I'm curious - are these intended to address specific issues your group has encountered, or just based on what others have complained of? For example, my group never had a problem with druids and clerics being overpowered. We never had an issue with scry-buff-teleport. So all the "fixes" intended to correct those problems didn't help us at all.
This complaint always surprises me. I have never seen save DCs get out of hand, except at very early levels. Later on, between save progression and cheap cloaks of resistance (for those with class levels) or massive wads of HD (if no class levels), save DCs always seemed pitiful. When I play a caster, I try to avoid all-or-nothing spells dependent on a save, because there's very low chance of it working. And that's assuming I'm using my highest level spells for the effort, lower level ones fall WAY behind in DC after a while. Maybe it's just my experiences, but then again... spells that don't give saves are VERY VERY popular on character optimization boards. If save DCs really were easy to make impossibly hard, that would not be the case, right?
It saddens me to think that there are people (not saying you're one, Eric, you just made me think of it) who have formed an opinion of 3.x generally based on RPGA play specifically. I mean, the RPGA adventures I've played are so totally different from my home games that they can barely be considered the same system.I played at too many tables (my primary play amount with 3.x was in Living Greyhawk tables) where spellcasters abused raising their spell's DC, grabbing every feat or item possible to raise it. Authors of LG adventures returned the favor with enemy spellcasters.