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D&D Older Editions, OSR, & D&D Variants
3.5e Magical Offenders - Most Overpowered Spells & Fixes
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<blockquote data-quote="Elf Witch" data-source="post: 5614788" data-attributes="member: 9037"><p>I have to admit I never looked at the cost that way before. When you put it like that I can see your point.</p><p></p><p>I am all for finding ways to tweak the game for different effects. I like a low magic game down and then and I am the first to admit that mages can really make it hard to play one. </p><p></p><p>Cutting back on amount of spells wizards get can make a difference. </p><p></p><p>The only issue I would really have is that last time I played a wizard I kept flubbing my spellcraft check to add new spells from scrolls and had to wait until the next level to do it. I am not sure what you could do with this except maybe house rule that the wizard can add 1 spell without a spellcraft check each level.</p><p></p><p>That and the DM kept us so busy that I often did not have the time. So the DM would need to make sure there was downtime. Otherwise it might be possible for the wizard to fall behind the rest of the party in power levels.</p><p></p><p>I am trying something with clerics for a special campaign I want to run. I want to run a Xena/Hercules style game set in ancient Greece but the gods are real and there is some magic and monsters. I have a D20 book that does that but I was not totally happy with it.</p><p></p><p>For example magic is to powerful so I got rid of most of the classes except for bards and a witch class. </p><p></p><p>Clerics were my biggest headache I wanted priests and I wanted them to have some magic. So what I am doing is making priests of each gods and they get special abilities and spells based on who there god is. To make there spell list I am picking both divine and arcane spells for example clerics of Aphrodite get the spell charm person.</p><p></p><p>I have been thinking of doing something similar with DnD Clerics. Your choice of armor, weapons, healing, spells depends on the god you choose to worship. </p><p></p><p>For example not all clerics will be able to spontaneous heal for example clerics of St Cuthbert would have to actually memorize heals. Clerics of Pelor on the other would get spontaneous healing.</p><p></p><p>I also want to change druids I never liked them mainly because they seem to be some kind of weird bastardization of a nature cleric and a Celtic druid who were not actually nature worshipers.</p><p></p><p>I am just not sure yet how I am going to do it.</p><p></p><p>I may ask questions about a house a rule and may think that it would be a bad RAW rule because it would not work with the majority of groups. But I never tell people you are wrong and that is just terrible.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5614788, member: 9037"] I have to admit I never looked at the cost that way before. When you put it like that I can see your point. I am all for finding ways to tweak the game for different effects. I like a low magic game down and then and I am the first to admit that mages can really make it hard to play one. Cutting back on amount of spells wizards get can make a difference. The only issue I would really have is that last time I played a wizard I kept flubbing my spellcraft check to add new spells from scrolls and had to wait until the next level to do it. I am not sure what you could do with this except maybe house rule that the wizard can add 1 spell without a spellcraft check each level. That and the DM kept us so busy that I often did not have the time. So the DM would need to make sure there was downtime. Otherwise it might be possible for the wizard to fall behind the rest of the party in power levels. I am trying something with clerics for a special campaign I want to run. I want to run a Xena/Hercules style game set in ancient Greece but the gods are real and there is some magic and monsters. I have a D20 book that does that but I was not totally happy with it. For example magic is to powerful so I got rid of most of the classes except for bards and a witch class. Clerics were my biggest headache I wanted priests and I wanted them to have some magic. So what I am doing is making priests of each gods and they get special abilities and spells based on who there god is. To make there spell list I am picking both divine and arcane spells for example clerics of Aphrodite get the spell charm person. I have been thinking of doing something similar with DnD Clerics. Your choice of armor, weapons, healing, spells depends on the god you choose to worship. For example not all clerics will be able to spontaneous heal for example clerics of St Cuthbert would have to actually memorize heals. Clerics of Pelor on the other would get spontaneous healing. I also want to change druids I never liked them mainly because they seem to be some kind of weird bastardization of a nature cleric and a Celtic druid who were not actually nature worshipers. I am just not sure yet how I am going to do it. I may ask questions about a house a rule and may think that it would be a bad RAW rule because it would not work with the majority of groups. But I never tell people you are wrong and that is just terrible. [/QUOTE]
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