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General Tabletop Discussion
*Dungeons & Dragons
A simple houserule for martial/caster balance.
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<blockquote data-quote="DND_Reborn" data-source="post: 8592485" data-attributes="member: 6987520"><p>We did this as well, so they are double-nerfed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>For example, here is the class table for Clerics (Druid and Wizard share the spell information) in our mod:</p><p>[ATTACH=full]154726[/ATTACH]</p><p>You'll notice first it is spells known. We do not do prepared spell casters anymore, removing much of their versatility (a common issue is them having too much utility and combat and such).</p><p></p><p>Spell slots are greatly reduced (maximum 30 + spellcasting ability modifier), but we removed the spell "slots", so you can technically cast a dozen 1st level spells if you have the slots for them.</p><p></p><p>Finally, the slowed spell progression for maximum spell level is shown.</p><p></p><p>We are also using a revised XP table (not based on, but realized afterwards identical to d20 SW):</p><p>[ATTACH=full]154727[/ATTACH]</p><p>I did this because many groups stop around 10th level (from what I've read anyway...), which RAW is about 64000 xp. With this revised table that would make you almost 12th level. And with needing only roughly half the XP for max level, it is my hope people will want to go the distance.</p><p></p><p>Another feature is it slows down progression until about 7th level, so advancement isn't so rapid initially, allowing for more time and development during those early levels.</p><p></p><p>And, of course, there's more... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8592485, member: 6987520"] We did this as well, so they are double-nerfed. ;) For example, here is the class table for Clerics (Druid and Wizard share the spell information) in our mod: [ATTACH type="full" width="623px"]154726[/ATTACH] You'll notice first it is spells known. We do not do prepared spell casters anymore, removing much of their versatility (a common issue is them having too much utility and combat and such). Spell slots are greatly reduced (maximum 30 + spellcasting ability modifier), but we removed the spell "slots", so you can technically cast a dozen 1st level spells if you have the slots for them. Finally, the slowed spell progression for maximum spell level is shown. We are also using a revised XP table (not based on, but realized afterwards identical to d20 SW): [ATTACH type="full" width="271px"]154727[/ATTACH] I did this because many groups stop around 10th level (from what I've read anyway...), which RAW is about 64000 xp. With this revised table that would make you almost 12th level. And with needing only roughly half the XP for max level, it is my hope people will want to go the distance. Another feature is it slows down progression until about 7th level, so advancement isn't so rapid initially, allowing for more time and development during those early levels. And, of course, there's more... :D [/QUOTE]
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