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4E Ruined My Love For 3.5
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<blockquote data-quote="Xanaqui" data-source="post: 4194667" data-attributes="member: 56394"><p>The simplest technique I've found isn't even a rules change - just heavily encourage major spellcasters to use buffs, and lots of them. If needed, create some more spells, pump up their power, and/or give them to the spellcasters for free so that they have plenty of buffs to use. Assuming that they then use these buffs on party members, the other party members will feel more useful, even if the buffs are doing 50% or more of the damage. As a nice side-effect, the major spellcasters will be weaker, since they're casting a significant percentage of their power on buffs.</p><p></p><p>While I've written up my own magic system (point based, as in you can spend a set number of points per round), my more typical approaches include some of the following:</p><p></p><p>1) Design the cosmos so that intraplanar magic doesn't work. That's a couple groups of painful magic gone.</p><p>2) Nerf or destroy "save or die" type effects.</p><p>3) Enhance the magic items for non-major spellcasters, while refraining from touching magic items for major spellcasters. There are many ways to do this, including:</p><p>3.1) Give a bunch of artifacts, none of which help spellcasting, but several of which help melee/missile/skills/etc.</p><p>3.2) Make items that tend to help spellcasters more expensive (or, conversely those that don't less expensive).</p><p>3.3) Give everyone access to powerful magical effects. As an example, if everyone can cast Wail of the Banshee twice a day, the fact that the Wizard/Sorcerer can cast it a couple more times per day won't seem as extreme.</p><p>4) Reduce the skill bonuses from spells/magical sources. I tend to lump all magical bonuses into a single category, have a hard limit of 10 (other than artifacts), and put limits to the bonuses gainable from spells (such as 1 + spell level)</p><p>5) Flight is hard. Make it a skill, which any non-natural flier (such as one using a spell to fly) has a good chance of falling unless they spend a bunch of cross-class skill points or are doing something really easy.</p><p>6) Some classes/races are weak. If I want to emphasize them, I give them a small number of additional abilities. As an example from my present campaign, Gnomes gain a free feat (from a choice of 2), and Bards have the ability to do Bardic Music at the same time as certain other actions (with a successful skill check, which gets harder depending on the level of the effect). If I don't want to emphasize them, I ignore them.</p><p>7) Change the world. No, Really. Change the world. Whether this is due to an arcane ritual, an invasion, killing off the panetheon, or the party just leaves the initial world via plane shift or the equivalent, it gives you free reign to change the magical rules to ones that are less advantageous to major spellcasters.</p></blockquote><p></p>
[QUOTE="Xanaqui, post: 4194667, member: 56394"] The simplest technique I've found isn't even a rules change - just heavily encourage major spellcasters to use buffs, and lots of them. If needed, create some more spells, pump up their power, and/or give them to the spellcasters for free so that they have plenty of buffs to use. Assuming that they then use these buffs on party members, the other party members will feel more useful, even if the buffs are doing 50% or more of the damage. As a nice side-effect, the major spellcasters will be weaker, since they're casting a significant percentage of their power on buffs. While I've written up my own magic system (point based, as in you can spend a set number of points per round), my more typical approaches include some of the following: 1) Design the cosmos so that intraplanar magic doesn't work. That's a couple groups of painful magic gone. 2) Nerf or destroy "save or die" type effects. 3) Enhance the magic items for non-major spellcasters, while refraining from touching magic items for major spellcasters. There are many ways to do this, including: 3.1) Give a bunch of artifacts, none of which help spellcasting, but several of which help melee/missile/skills/etc. 3.2) Make items that tend to help spellcasters more expensive (or, conversely those that don't less expensive). 3.3) Give everyone access to powerful magical effects. As an example, if everyone can cast Wail of the Banshee twice a day, the fact that the Wizard/Sorcerer can cast it a couple more times per day won't seem as extreme. 4) Reduce the skill bonuses from spells/magical sources. I tend to lump all magical bonuses into a single category, have a hard limit of 10 (other than artifacts), and put limits to the bonuses gainable from spells (such as 1 + spell level) 5) Flight is hard. Make it a skill, which any non-natural flier (such as one using a spell to fly) has a good chance of falling unless they spend a bunch of cross-class skill points or are doing something really easy. 6) Some classes/races are weak. If I want to emphasize them, I give them a small number of additional abilities. As an example from my present campaign, Gnomes gain a free feat (from a choice of 2), and Bards have the ability to do Bardic Music at the same time as certain other actions (with a successful skill check, which gets harder depending on the level of the effect). If I don't want to emphasize them, I ignore them. 7) Change the world. No, Really. Change the world. Whether this is due to an arcane ritual, an invasion, killing off the panetheon, or the party just leaves the initial world via plane shift or the equivalent, it gives you free reign to change the magical rules to ones that are less advantageous to major spellcasters. [/QUOTE]
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