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*Dungeons & Dragons
A simple houserule for martial/caster balance.
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<blockquote data-quote="Mordhau" data-source="post: 8592463" data-attributes="member: 7032137"><p>Stopping caster from learning more high level spells seems a bit drastic to me. I would simply not play at those levels. If the higher level spells are the issue you could simply delay the progression to give you more time before you get there.</p><p></p><p>Something else to consider, which doesn't really flat out nerf casters, but keeps things in line is to consider the number of spell slots they get.</p><p></p><p>It's always been an issue that spell slots for wizards keep increasing at quite a rate while at the same time they get new spell levels as well. My recommendation would be to take lower level spell slots away as they get higher ones. Decide what the sweet spot is in the number of spell slots where the game plays best, and from that point start taking away the low level slots as the wizard gets higher slots. You don't even have to stop increasing the total number of slots altogether just slow it way down to say 1 new slot total every two levels. This means that lower level spells keep being a resource cost - casting Disguis Self is never as trivial a use of a resource if you have to use a 3rd level slot to cast it at level 15.</p><p></p><p>Nobody else increasingly gets access to resources at the same increasing rate as a full caster. And this doesn't actually make them weaker as such, it just means that they have to play with a little more restraint.</p><p></p><p>For an example of what I mean have a look at the <a href="https://www.13thagesrd.com/classes/wizard/" target="_blank">13th Age Wizard</a> - the wizard has 5 spell slots at level 1 and 12 spell slots at level 10. An increase but not an exponential one - and if a high level wizard want's to cast Knock then it's an opportunity cost compared to what he could be doing with a spell slot of that level (which means he can never trivialise the Rogues ability to pick locks). Compare that to the 5e wizard which starts with 2 slots, has 10 slots at level 6 and ends up with 22 at level 20. There's no way the wizard can be effectively balanced against the rest schedule (which in theory doesn't change) with that kind of variation.</p><p></p><p>Plus wizards get cantrips now - it's not like they even need all those slots any more. This reins in what I think is the biggest issue - the incredible versatility compined with the increasing falling away of resource costs.</p></blockquote><p></p>
[QUOTE="Mordhau, post: 8592463, member: 7032137"] Stopping caster from learning more high level spells seems a bit drastic to me. I would simply not play at those levels. If the higher level spells are the issue you could simply delay the progression to give you more time before you get there. Something else to consider, which doesn't really flat out nerf casters, but keeps things in line is to consider the number of spell slots they get. It's always been an issue that spell slots for wizards keep increasing at quite a rate while at the same time they get new spell levels as well. My recommendation would be to take lower level spell slots away as they get higher ones. Decide what the sweet spot is in the number of spell slots where the game plays best, and from that point start taking away the low level slots as the wizard gets higher slots. You don't even have to stop increasing the total number of slots altogether just slow it way down to say 1 new slot total every two levels. This means that lower level spells keep being a resource cost - casting Disguis Self is never as trivial a use of a resource if you have to use a 3rd level slot to cast it at level 15. Nobody else increasingly gets access to resources at the same increasing rate as a full caster. And this doesn't actually make them weaker as such, it just means that they have to play with a little more restraint. For an example of what I mean have a look at the [URL='https://www.13thagesrd.com/classes/wizard/']13th Age Wizard[/URL] - the wizard has 5 spell slots at level 1 and 12 spell slots at level 10. An increase but not an exponential one - and if a high level wizard want's to cast Knock then it's an opportunity cost compared to what he could be doing with a spell slot of that level (which means he can never trivialise the Rogues ability to pick locks). Compare that to the 5e wizard which starts with 2 slots, has 10 slots at level 6 and ends up with 22 at level 20. There's no way the wizard can be effectively balanced against the rest schedule (which in theory doesn't change) with that kind of variation. Plus wizards get cantrips now - it's not like they even need all those slots any more. This reins in what I think is the biggest issue - the incredible versatility compined with the increasing falling away of resource costs. [/QUOTE]
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