I'm going to be starting a new DnD 3.5 game with my face-to-face group sometime in the near future, and I'm trying to work on a HR that will limit high level spells.
Once games get into high levels, I start to lose interest because high-level spells dominate the combat. It all comes down to which side gets off their high-powered stuff first. One side devastates the others with empowered fireballs, or one side just teleports away when things get rough, sometimes immediately.
So I had an idea that I'd like advice on: limiting the casting of spells by what round of combat your in. During the first round, only 1st level spells could be used. Fireballs couldn't be introduced till round 3 (3rd level spell), and no one could Teleport away before round 5 (5th level).
I think I'd really like how this would change the dynamics of spell combat. The early rounds start off with the simplest effects, with more powerful and complex effects having to be delayed. I think it would simulate fiction better, where adversaries test out their foes with low level stuff before bringing in the heavy guns.
But... what would be the justification for it? Perhaps casters have to summon up the mental resources before using their high-level spells. But then you have to worry about ambushes; if one side can "power up", so to speak, just while sneakily watching their foes, then when the battle begins, the attackers have access to the high level stuff, while the defenders are stuck with low spells in the beginning. I don't like that. But I can't think of a reason why they couldn't do it that would make sense.
There's also the question of magic items; do you have to delay before you can use a wand of fireballs? If not, wands will get a lot more use. What about spell-like abilities, should they be limited by their level?
Any thoughts on how to make my idea work will be appreciated. Thoughts on other/better ways to nerf high-level casting will be appreciated too.
Once games get into high levels, I start to lose interest because high-level spells dominate the combat. It all comes down to which side gets off their high-powered stuff first. One side devastates the others with empowered fireballs, or one side just teleports away when things get rough, sometimes immediately.
So I had an idea that I'd like advice on: limiting the casting of spells by what round of combat your in. During the first round, only 1st level spells could be used. Fireballs couldn't be introduced till round 3 (3rd level spell), and no one could Teleport away before round 5 (5th level).
I think I'd really like how this would change the dynamics of spell combat. The early rounds start off with the simplest effects, with more powerful and complex effects having to be delayed. I think it would simulate fiction better, where adversaries test out their foes with low level stuff before bringing in the heavy guns.
But... what would be the justification for it? Perhaps casters have to summon up the mental resources before using their high-level spells. But then you have to worry about ambushes; if one side can "power up", so to speak, just while sneakily watching their foes, then when the battle begins, the attackers have access to the high level stuff, while the defenders are stuck with low spells in the beginning. I don't like that. But I can't think of a reason why they couldn't do it that would make sense.
There's also the question of magic items; do you have to delay before you can use a wand of fireballs? If not, wands will get a lot more use. What about spell-like abilities, should they be limited by their level?
Any thoughts on how to make my idea work will be appreciated. Thoughts on other/better ways to nerf high-level casting will be appreciated too.