Nine Hands
Explorer
This is interesting. I run a rather high magic game but I'm looking forward to the changes I've heard about in 3.5. My biggest problem is that SOME magic is way too powerful or it lasts literally forever. I dislike having to cast Mordenkainen's Disjunction just to level the playing field. I dislike having to spend an hour or more just preparing and casting buff spells on the NPCs, just ot make the fight more balanced.
Overall I think I do a good job of keeping the system under control. I've made some sweeping changes and I'm always looking at stuff wondering why this spell has no save, why this effect is always automatic instead of some opposed roll. In the end, the spells/effects/magic items that cause the most problems are the absolute ones. If those can be nerfed to become less absolute (at least some form of check), then the game becomes better IMHO. Also, I try to avoid the stacking wars, where abilities from the same source stack for no real apparent or balanced reason. Take for instance Spell Power from the Archmage prestige class in the FRCS. Take this twice, add in spell focus and greater spell focus. +9 to the save DC for spells of that school, +5 for ALL OTHER SPELLS!!. +5 is a huge bonus, at least for saves. This would mean that I as a GM have to give all of my NPCs some buff or magic item that gives at least a +4 to saves to compensate, even then, if the save is vs a saving throw that is the NPCs weak one, I'm never going to make the saving throw.
I seem to be ranting here....Basically high magic does not mean the spell needs to last 1 hour per level. Yes, at lower levels this is not a problem, but at higher levels it becomes a PITA. I'm gald some of the spells are being reworked since I have made these changes to the game and it seems much more balanced and fun.
Overall I think I do a good job of keeping the system under control. I've made some sweeping changes and I'm always looking at stuff wondering why this spell has no save, why this effect is always automatic instead of some opposed roll. In the end, the spells/effects/magic items that cause the most problems are the absolute ones. If those can be nerfed to become less absolute (at least some form of check), then the game becomes better IMHO. Also, I try to avoid the stacking wars, where abilities from the same source stack for no real apparent or balanced reason. Take for instance Spell Power from the Archmage prestige class in the FRCS. Take this twice, add in spell focus and greater spell focus. +9 to the save DC for spells of that school, +5 for ALL OTHER SPELLS!!. +5 is a huge bonus, at least for saves. This would mean that I as a GM have to give all of my NPCs some buff or magic item that gives at least a +4 to saves to compensate, even then, if the save is vs a saving throw that is the NPCs weak one, I'm never going to make the saving throw.
I seem to be ranting here....Basically high magic does not mean the spell needs to last 1 hour per level. Yes, at lower levels this is not a problem, but at higher levels it becomes a PITA. I'm gald some of the spells are being reworked since I have made these changes to the game and it seems much more balanced and fun.