D&D (2024) How to reign in full casters for 1D&D? Maybe remove 6th to 9th level spells as a Variant rule.

Dausuul

Legend
because in reality, you can't.

players will take a long rest when they feel they want a long rest. period.

What will you do nuke the campaign? sure, you can, but what will that get you?
You don't have to nuke the campaign, you can just throw a Molotov cocktail or two. The PCs fail their mission, lose the treasure, whatever.

If you always put the stakes up to maximum, then you can't afford to ever let the PCs fail. Players who want to take advantage of that can do so in quite a few ways.
 

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I would have leveled spells trigger AoOs. Leave cantrips alone so they can use those in melee. I wouldn't have AoO damage disrupt the spell being cast but any sustained concentrations could be lost.
 

All these solutions are "Make spellcasting suck" or "Make spellcasting unfun."

The real solution is to slash down the number of lower spell slots while giving non-casters more toys for 9th+ level.

Too many lower casting slots means that at 10th level, you could cast Charm Person like a dozen times, which is silly. Really, every spell level should cap out at 2 slots through 4th level, and 1 slot for all the other levels. Then make cantrips a little more interesting at higher levels and key off class level, not character level, and you'll have a game that "feels" much more even IMO.
 

Why not just enforce long adventuring days to make casters ration their spells?

I think for DND what they ought to move towards is less of a specific adventuring day, and more just an enforced importance of time.

This is a thread in game design that Ive been pretty obsessed with ever since my intro to AngryGMs Tension pool illuminated the critical benefits of time actually mattering.

If time matters, meaning hour by hour and minute minute all time is tracked and meaningfully experienced, then you in turn recieve a game thats more immersive and easier to run to boot.

The tension pool accomplishes this objective because each die that gets added, or removed, from the pool represents a visceral experience of time thats directly correspondent to the players choices, and the consequences of time always advancing in the end are thus also viscerally experienced, and the players are able to feel how their choices impact their futures.

The riskier they play the more likely their adventuring becomes complicated by some unforeseen happenstance, and careful play in turn directly influences this chance, but also induces the, relative to real world time, much quicker passage of time if being careful ends up in them making time consuming actions.

Its a delicate line to balance, and the players directly engaging with this balance, metagaming if you will, is what gets us the desired immersive effects. They won't be thinking about how to game the tension pool, they'll be thinking about how their character will actually act in accordance with how they want to play and what they want out of the adventure.

And in turn, because the introduction of complications, whether it be more atmosphere or even additional random encounters, is effectively shared between the players and the GM, this makes the game considerably easier to run, with little negotiation or contrivance.

So to bring this back to the topic at hand, under the tension pool running an adventuring day that can adequately tax casters becomes easier because time simply must march forward, and so to rest comes with a meaningful undesired effect that players have to weigh against their desire to be at top fighting shape.

The DM does not need to arbitrarily spring a goblin raid the moment the players rest, and instead all faith can be turnt over to the dice. Sometimes resting in a dungeon may not result in some terrible thing happening. Other times, they realize they just slept in the middle of a Dragon's outhouse.
 

You don't have to nuke the campaign, you can just throw a Molotov cocktail or two. The PCs fail their mission, lose the treasure, whatever.

If you always put the stakes up to maximum, then you can't afford to ever let the PCs fail. Players who want to take advantage of that can do so in quite a few ways.

Agreed.my players always know that failure is an option. More accurately, that I have expected outcomes if they do not interfere. The success of the BBEG isn't a foregone conclusion. Often my BBEG's plan is flawed and will not have the intended result, but that doesn't mean they won't cause immense harm as they charge towards failure.

"I will release the kraken and become a god!"
"Nope, you will get eaten by the kraken which will then ravage the coast and shipping."

And if they fail to keep the kraken from being released? I now have a kraken of unspecified power and desires! Whee! What fun!

The key as a GM, imo, is to make sure you take pleasure in both the players' success and their failures. You have the power to write backstories that achieve those goals. Either way should be fun for you.

And it is best if both outcomes are fun for you, so the game is never adversarial or descend into fan-service.
 



Gorck

Prince of Dorkness
Regarding the long rest issue, you can tie spell recovery to the moon or sun so that it is no longer dependent on taking a long rest. Just say that recovery happens at sunrise, sunset, moon rise, etc.
IIRC, wasn't that how Clerics worked in 3/3.5e? You had to decide at character creation when they needed to pray each day to get their spells?
 


nevin

Hero
because in reality, you can't.

players will take a long rest when they feel they want a long rest. period.

What will you do nuke the campaign? sure, you can, but what will that get you?
of course everytime they take a long rest all the baddies get a long rest........And if the baddies have the spell resources they have.....well will suck to crawl out of that tiny hut.
 

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