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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="ashockney" data-source="post: 2999410" data-attributes="member: 1363"><p>The caster rule would seem to be as follows:</p><p>Divine and Arcane Caster Level must be equal to or less than Character Level divided by 2.</p><p></p><p>Caster Level grows as follows:</p><p>Primary Caster: +1 Caster Level per Class Level (ie, Wizard, Sorcerer, Cleric, Druid, Arcane Trickster, Archmage, Heirophant, Eldritch Knight, Loremaster, Thaumaturgist)</p><p>Hybrid Caster: +.66 Caster Level per Class Level (ie, Bard, Assassin, Blackguard)</p><p>Partial Caster: +.40 Caster Level per Class Level (ie, Ranger, Paladin)</p><p></p><p>The decimal caster level progression charts could look like this:</p><p>0/1/2/2/3/4/4/5/6/6/7/8/8/9/10/10</p><p>0/1/1/2/2/2/3/3/4/4/4/5/5/6/6/6/7/7/8/8</p><p></p><p>The key to this rule would be that the player simply has to find "something else to do" if he can't improve his caster level, and meet the rules for character level divided by 2. Either add a non-caster level/hybrid caster level/partial caster level or switch caster level classes between arcane and divine.</p><p></p><p>The only other game element change that would be required to facilitate this would be the impact of spell resistance. Lowered caster levels would become unfairly harst at higher levels. SR is meant in most instances to give a 50/50 chance for failure (ie, concealment), I think either implementing a flat rule such as this, or reducing the SR by 5 would also have about the same desired effect, and leave the "high end" SR still very challenging. </p><p></p><p>For example, 14th level party is fighting a CR14 creature. The best caster in the party is 7th level and can cast 4th level spells. The creature has SR 24 (14+10=24), for the 7th level caster to break through it, they have to roll a 17 or higher. Using the suggested modifier, of -5 from all SR in the book, the new roll required to overcome SR is a moderate 12 or higher. At the high end, a 20th level party is fighting a CR 22 creature, with SR 32 (22+10), the party is CL 10. They would need a 22 or higher (modified on their SR check). Using the modified roll method, they would still need a 17 or higher, however, there is now a significant incentive to have Greater Penetration and/or use other spells that may help to lower the creature's resistance, or avoid using SR spells against them at all. The way higher level plays, having solid defenses you can count on, such as SR would be of great benefit.</p></blockquote><p></p>
[QUOTE="ashockney, post: 2999410, member: 1363"] The caster rule would seem to be as follows: Divine and Arcane Caster Level must be equal to or less than Character Level divided by 2. Caster Level grows as follows: Primary Caster: +1 Caster Level per Class Level (ie, Wizard, Sorcerer, Cleric, Druid, Arcane Trickster, Archmage, Heirophant, Eldritch Knight, Loremaster, Thaumaturgist) Hybrid Caster: +.66 Caster Level per Class Level (ie, Bard, Assassin, Blackguard) Partial Caster: +.40 Caster Level per Class Level (ie, Ranger, Paladin) The decimal caster level progression charts could look like this: 0/1/2/2/3/4/4/5/6/6/7/8/8/9/10/10 0/1/1/2/2/2/3/3/4/4/4/5/5/6/6/6/7/7/8/8 The key to this rule would be that the player simply has to find "something else to do" if he can't improve his caster level, and meet the rules for character level divided by 2. Either add a non-caster level/hybrid caster level/partial caster level or switch caster level classes between arcane and divine. The only other game element change that would be required to facilitate this would be the impact of spell resistance. Lowered caster levels would become unfairly harst at higher levels. SR is meant in most instances to give a 50/50 chance for failure (ie, concealment), I think either implementing a flat rule such as this, or reducing the SR by 5 would also have about the same desired effect, and leave the "high end" SR still very challenging. For example, 14th level party is fighting a CR14 creature. The best caster in the party is 7th level and can cast 4th level spells. The creature has SR 24 (14+10=24), for the 7th level caster to break through it, they have to roll a 17 or higher. Using the suggested modifier, of -5 from all SR in the book, the new roll required to overcome SR is a moderate 12 or higher. At the high end, a 20th level party is fighting a CR 22 creature, with SR 32 (22+10), the party is CL 10. They would need a 22 or higher (modified on their SR check). Using the modified roll method, they would still need a 17 or higher, however, there is now a significant incentive to have Greater Penetration and/or use other spells that may help to lower the creature's resistance, or avoid using SR spells against them at all. The way higher level plays, having solid defenses you can count on, such as SR would be of great benefit. [/QUOTE]
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