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General Tabletop Discussion
D&D Older Editions
[3.5] An experiment to nerf the full casters
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<blockquote data-quote="Jeffrie" data-source="post: 5352168" data-attributes="member: 93465"><p>I like simple solutions. If somethings broken i just use some 'x per x' type of formula to nerf it; perhaps x minutes per level,l or x damage per ability bonus.</p><p></p><p>For critical fumbles i simply deny dexterity bonuses for the next round. It is a simple house rule that sorta makes since and keeps the fun part of rolling 1s. </p><p></p><p>For nerfing casters i would say one of the easiest ways i heard on this thread might be to double ALL casting/construction time/cost, etc. Enforce v,s,m and weight allowance strictly. Those sorts of things would nerf a fair amount of the broken.</p><p></p><p>How 'bout. . . Limit every classes max spells daily by 1 or two? leave the same progression but less total spells per day at higher levels only nerfs the high level game.</p></blockquote><p></p>
[QUOTE="Jeffrie, post: 5352168, member: 93465"] I like simple solutions. If somethings broken i just use some 'x per x' type of formula to nerf it; perhaps x minutes per level,l or x damage per ability bonus. For critical fumbles i simply deny dexterity bonuses for the next round. It is a simple house rule that sorta makes since and keeps the fun part of rolling 1s. For nerfing casters i would say one of the easiest ways i heard on this thread might be to double ALL casting/construction time/cost, etc. Enforce v,s,m and weight allowance strictly. Those sorts of things would nerf a fair amount of the broken. How 'bout. . . Limit every classes max spells daily by 1 or two? leave the same progression but less total spells per day at higher levels only nerfs the high level game. [/QUOTE]
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Community
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[3.5] An experiment to nerf the full casters
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