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Casters vs. Non-Casters (longish)
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<blockquote data-quote="Draz" data-source="post: 4356850" data-attributes="member: 67515"><p>Basically I think you're doing good things here, but just not a wide enough blanket to cover all the problems that the system has.</p><p></p><p>(1) "Nerf Save-Or-Suck" just means that casters will concentrate more on the Doom-like or Bestow Curse-like spells, probably. Although the ones that deny actions do seem to have more "oomph." Maybe this is actually a pretty good blanket rule on its own. Will anyone use Slow anymore, though? It might become too weak if you can save against it every turn.</p><p></p><p>What about all those nasty spells that don't allow a save in the first place? Otto's Irresistible Dance. Evard's Black Tentacles. Solid Fog.</p><p></p><p>(2) "Nerf Polymorph" -- so the Fighter who gets polymorphed into a War Troll now loses access to his feats and magic equipment for the duration of the spell? I can't argue that's not a powerful nerf. But I can say it's certainly boring ... doesn't really capture the coolness that Polymorph-like spells <em>should</em> be in a fantasy setting. Personally I'd rather change the Polymorph spells to a system like the Druidic Aspect of Nature variant from UA, or the Shapechanging Druid Variant from PHB II.</p><p></p><p>(3) "Change Save DCs to Charisma" -- Hmmm. At first I thought this would give the already-powerful Charisma-based casters too big of an advantage. But maybe there aren't any! Maybe this change is better than it seemed at first glance. Doesn't nerf Sorcerers, though, who in spite of being weaker than Wizards/Clerics/Druids are still an amazingly overpowered class compared to core noncasters. I guess my biggest complaint is that I, personally, see a Wise Wizard as having more effective spells than a Charismatic Wizard.</p><p></p><p>(4) "Add Rituals" -- I'm trying to do this to my game, too. I agree, one of the best ideas in 4e. But why are you adding rituals, and not changing many spells (e.g. Rope Trick, Teleport) into Rituals?</p><p></p><p>(5) This list won't be big enough to really change the game. Casters have too many other tricks up their sleeves.</p><p></p><p>Divine Power: I'd just drop it from the Cleric list (meaning you can only cast it as a War domain spell). If it's still too powerful, get rid of the "temporary full BAB" clause. It can still grant +6 STR and temporary HP.</p><p></p><p>Glitterdust: ... isn't this kind of redundant with the "nerf Save or Suck spells" rule anyway?</p><p></p><p>(Greater) Teleport: these should be rituals. I guess they could <em>still</em> use a Dazed On Arrival clause added, though.</p><p></p><p>Miracle: That's a pretty harsh nerf. Some uses of the spell should still be XP-free.</p><p></p><p>Mordenkainen's Disjunction: Ugh. I don't know <em>what</em> to do with this spell. Your nerf takes away the whole feeling of power that should go with a 9th-level spell.</p><p></p><p>Righteous Might: I never really thought this spell was all that broken, except in conjunction with Divine Power. I guess you could remove the Natural Armor and Constitution buffs from it, though. Maybe even reduce the STR buff to +2.</p><p></p><p>Flesh to Stone: This nerf helps. But the "break free" possibility breaks verisimilitude, to me.</p><p></p><p>Rope Trick: You realize you're only delaying the effect until they get Magnificent Mansion, right?</p></blockquote><p></p>
[QUOTE="Draz, post: 4356850, member: 67515"] Basically I think you're doing good things here, but just not a wide enough blanket to cover all the problems that the system has. (1) "Nerf Save-Or-Suck" just means that casters will concentrate more on the Doom-like or Bestow Curse-like spells, probably. Although the ones that deny actions do seem to have more "oomph." Maybe this is actually a pretty good blanket rule on its own. Will anyone use Slow anymore, though? It might become too weak if you can save against it every turn. What about all those nasty spells that don't allow a save in the first place? Otto's Irresistible Dance. Evard's Black Tentacles. Solid Fog. (2) "Nerf Polymorph" -- so the Fighter who gets polymorphed into a War Troll now loses access to his feats and magic equipment for the duration of the spell? I can't argue that's not a powerful nerf. But I can say it's certainly boring ... doesn't really capture the coolness that Polymorph-like spells [I]should[/I] be in a fantasy setting. Personally I'd rather change the Polymorph spells to a system like the Druidic Aspect of Nature variant from UA, or the Shapechanging Druid Variant from PHB II. (3) "Change Save DCs to Charisma" -- Hmmm. At first I thought this would give the already-powerful Charisma-based casters too big of an advantage. But maybe there aren't any! Maybe this change is better than it seemed at first glance. Doesn't nerf Sorcerers, though, who in spite of being weaker than Wizards/Clerics/Druids are still an amazingly overpowered class compared to core noncasters. I guess my biggest complaint is that I, personally, see a Wise Wizard as having more effective spells than a Charismatic Wizard. (4) "Add Rituals" -- I'm trying to do this to my game, too. I agree, one of the best ideas in 4e. But why are you adding rituals, and not changing many spells (e.g. Rope Trick, Teleport) into Rituals? (5) This list won't be big enough to really change the game. Casters have too many other tricks up their sleeves. Divine Power: I'd just drop it from the Cleric list (meaning you can only cast it as a War domain spell). If it's still too powerful, get rid of the "temporary full BAB" clause. It can still grant +6 STR and temporary HP. Glitterdust: ... isn't this kind of redundant with the "nerf Save or Suck spells" rule anyway? (Greater) Teleport: these should be rituals. I guess they could [I]still[/I] use a Dazed On Arrival clause added, though. Miracle: That's a pretty harsh nerf. Some uses of the spell should still be XP-free. Mordenkainen's Disjunction: Ugh. I don't know [I]what[/I] to do with this spell. Your nerf takes away the whole feeling of power that should go with a 9th-level spell. Righteous Might: I never really thought this spell was all that broken, except in conjunction with Divine Power. I guess you could remove the Natural Armor and Constitution buffs from it, though. Maybe even reduce the STR buff to +2. Flesh to Stone: This nerf helps. But the "break free" possibility breaks verisimilitude, to me. Rope Trick: You realize you're only delaying the effect until they get Magnificent Mansion, right? [/QUOTE]
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