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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] An experiment to nerf the full casters
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<blockquote data-quote="Croesus" data-source="post: 5346976" data-attributes="member: 35019"><p>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.</p><p></p><p>A few things we did try out were:</p><p>-All casters use sorcerer spell progression (in other words, new spell levels gained at every even level). So wizards, clerics, druids, etc. gain 2nd level spells at 4th level, 3rd level at 6th level, and so on. Makes a surprising difference in the relative power of casters and non-casters.</p><p>-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.</p><p>-Limit the number of buffs active at any one time, whether per target or per caster. I recommend this one only if the party is using buffs so much that it makes encounter planning difficult (an encounter either kills the party or is a walkover, depending on if the party is buffed). BTW, my group actually went much further and used a spell point system, so every buff reduced the number of points currently available to the caster while the buff was active. That created interesting choices - was the buff more valuable than the flexibility to cast something else in the middle of combat.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5346976, member: 35019"] 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. A few things we did try out were: -All casters use sorcerer spell progression (in other words, new spell levels gained at every even level). So wizards, clerics, druids, etc. gain 2nd level spells at 4th level, 3rd level at 6th level, and so on. Makes a surprising difference in the relative power of casters and non-casters. -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. -Limit the number of buffs active at any one time, whether per target or per caster. I recommend this one only if the party is using buffs so much that it makes encounter planning difficult (an encounter either kills the party or is a walkover, depending on if the party is buffed). BTW, my group actually went much further and used a spell point system, so every buff reduced the number of points currently available to the caster while the buff was active. That created interesting choices - was the buff more valuable than the flexibility to cast something else in the middle of combat. [/QUOTE]
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[3.5] An experiment to nerf the full casters
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