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A simple houserule for martial/caster balance.
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<blockquote data-quote="dave2008" data-source="post: 8598081" data-attributes="member: 83242"><p>The issue is the desire some have to want to balance non magic classes with magic classes. The only way to do that is to nerf classes. If you raises the non-magic classes to the full extent of abilities available to magic classes, then they have become magical. There is no explanation for a fighter to rip a hole into another plan than magic.</p><p></p><p>So if the goal is the balance of capabilities (which is not my goal personally), then you have to nerf casters in some manner, as you suggested in the OP.</p><p></p><p>However, I have another option for you: restrict casting.</p><ol> <li data-xf-list-type="ol">Go back to an old school rule that if you take damage in a round before you cast as spell, you can't cast a spell that round.</li> <li data-xf-list-type="ol">Increase casting time. If powerful and/or reality warping spells take a minute or even 2 rounds to cast, they become much more situational.</li> </ol><p>Either of these separately has a serious nerf factor to magic users without taking away their spells. Both together, really makes it more of a challenge</p></blockquote><p></p>
[QUOTE="dave2008, post: 8598081, member: 83242"] The issue is the desire some have to want to balance non magic classes with magic classes. The only way to do that is to nerf classes. If you raises the non-magic classes to the full extent of abilities available to magic classes, then they have become magical. There is no explanation for a fighter to rip a hole into another plan than magic. So if the goal is the balance of capabilities (which is not my goal personally), then you have to nerf casters in some manner, as you suggested in the OP. However, I have another option for you: restrict casting. [LIST=1] [*]Go back to an old school rule that if you take damage in a round before you cast as spell, you can't cast a spell that round. [*]Increase casting time. If powerful and/or reality warping spells take a minute or even 2 rounds to cast, they become much more situational. [/LIST] Either of these separately has a serious nerf factor to magic users without taking away their spells. Both together, really makes it more of a challenge [/QUOTE]
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A simple houserule for martial/caster balance.
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