Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] An experiment to nerf the full casters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="StreamOfTheSky" data-source="post: 5346892" data-attributes="member: 35909"><p>One idea I had a little while ago, which on its own doesn't solve matters much, but still just <em>feels</em> good to try and implement is varying save modifers based on spell type. Direct damage with no other effects (fireball, lightning bolt...) get +4 to save DC. Direct damage with minor secondary effects, whether minor in magnitude or duration (Orb spells, Shatterfloor...) get +2 DC. Save or "die" (Finger of Death, Flesh to Stone, Hold Person...) has -4 save DC. Save or suck (Glitterdust, Slow...) has a -2 save DC.</p><p></p><p>I realize save or die is still an issue even if it becomes a "Johnny needs a nat 1!" crapshoot, and also that the line between die/lose and suck can be blurry and subjective (after having seen melee brutes like bears continue to PUMMEL melee PCs after becoming blind and supposedly helpless, I don't consider that as bad as paralysis, for example). But god it always bothered the hell out of me that the game basically says for the exact same save DC, you can either do full damage with your fireball or <strong>win the combat</strong>.</p><p></p><p></p><p></p><p>I always liked the 1/2 caster idea, but it's sort of complicated if I were to really add it to a game. I suppose paladins, rangers, hexblades, etc... with 4 spell levels can get a "they're already half casters" pass. But what about Bards? They get up to level 6, and if you nerf them to half the levels ou of Bard, they suddenly suck utterly and royally. But if you let them do Bard to 20, they have the highest level spells in the game now. And some of those high level spells are VERY nice: Greater Dispel Magic (every other sucker's CL 10 max, commence with evil laughter) at 5; Otto's Irresistable Dance (save or lose minus the pesky save part) at 6...</p><p></p><p>And I'll just assume you ban Sublime Chord, otherwise Bards, ironically, completely break the whole game. Of course, this applies to other casters with similar spell level progressions, like Duskblade. If Duskblade gets full level advancement, I would NEVER play an evoker or sorcerer over one of them.</p><p></p><p>EDIT: On second thought, a 1/2 CL game basically makes evocation unplayable anyway. 10d6 damage, save for half at level 20? Way to make me into an unoptimized Warlock... You'd probably have to say damage spells do 2d6 per CL (for example) or something just to balance things out.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5346892, member: 35909"] One idea I had a little while ago, which on its own doesn't solve matters much, but still just [i]feels[/i] good to try and implement is varying save modifers based on spell type. Direct damage with no other effects (fireball, lightning bolt...) get +4 to save DC. Direct damage with minor secondary effects, whether minor in magnitude or duration (Orb spells, Shatterfloor...) get +2 DC. Save or "die" (Finger of Death, Flesh to Stone, Hold Person...) has -4 save DC. Save or suck (Glitterdust, Slow...) has a -2 save DC. I realize save or die is still an issue even if it becomes a "Johnny needs a nat 1!" crapshoot, and also that the line between die/lose and suck can be blurry and subjective (after having seen melee brutes like bears continue to PUMMEL melee PCs after becoming blind and supposedly helpless, I don't consider that as bad as paralysis, for example). But god it always bothered the hell out of me that the game basically says for the exact same save DC, you can either do full damage with your fireball or [b]win the combat[/b]. I always liked the 1/2 caster idea, but it's sort of complicated if I were to really add it to a game. I suppose paladins, rangers, hexblades, etc... with 4 spell levels can get a "they're already half casters" pass. But what about Bards? They get up to level 6, and if you nerf them to half the levels ou of Bard, they suddenly suck utterly and royally. But if you let them do Bard to 20, they have the highest level spells in the game now. And some of those high level spells are VERY nice: Greater Dispel Magic (every other sucker's CL 10 max, commence with evil laughter) at 5; Otto's Irresistable Dance (save or lose minus the pesky save part) at 6... And I'll just assume you ban Sublime Chord, otherwise Bards, ironically, completely break the whole game. Of course, this applies to other casters with similar spell level progressions, like Duskblade. If Duskblade gets full level advancement, I would NEVER play an evoker or sorcerer over one of them. EDIT: On second thought, a 1/2 CL game basically makes evocation unplayable anyway. 10d6 damage, save for half at level 20? Way to make me into an unoptimized Warlock... You'd probably have to say damage spells do 2d6 per CL (for example) or something just to balance things out. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] An experiment to nerf the full casters
Top