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Fixing mundane classes - a disciplined approach?
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<blockquote data-quote="Celebrim" data-source="post: 5622354" data-attributes="member: 4937"><p>Yeah, you absolutely have to elimenate the combat casting exploit. If the caster is in range, then he's going to draw an AoO. No passing a trivial concentration check to avoid an AoO.</p><p></p><p>I've considered implementing casting time in 3e, and probably will if casters prove not to be reined in despite all the changes. I'd probably have a spell take effect 4-10 initiative counts after it was started.</p><p></p><p>I honestly feel though that played straight, I'd never have a problem with casters simply because if the only way to obtain a high level wizard was to play it from 1st level, almost no one would ever manage it. Personally, with my 1e background, I'm perfectly happy spending most of my campaign at 1st-10th level and considering 12th-15th level as the end game. In that case, I think that - with the tweaks I've outlined - spellcasters won't be overpowering.</p><p></p><p>On the fireball subject, in 1e fireballs and the like rocked. This was because the damage from a fireball wasn't level capped and monsters on average had 4.5 hit points per HD. Your fireball on average did 3.5 hit points per level, so if it didn't take down the foe then it nearly did. But in 3.X, its not unusual at all to see monsters with 7.5 or 8.5 or more hit points per hit die, so at best your fireball is going to do half damage. Plus many things are going to have more Hit Dice than you do (recall that Balor's used to have 8HD in 1e, and huge red dragons had only 11HD). So your fireball just isn't nearly the threat it used to be except for cleaning up mooks much below your level, and that's possibly a waste of a spell anyway. A fireball in 3e has to be empowered to represent a reasonable threat, and there are usually better things to do with a 5th level spell.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5622354, member: 4937"] Yeah, you absolutely have to elimenate the combat casting exploit. If the caster is in range, then he's going to draw an AoO. No passing a trivial concentration check to avoid an AoO. I've considered implementing casting time in 3e, and probably will if casters prove not to be reined in despite all the changes. I'd probably have a spell take effect 4-10 initiative counts after it was started. I honestly feel though that played straight, I'd never have a problem with casters simply because if the only way to obtain a high level wizard was to play it from 1st level, almost no one would ever manage it. Personally, with my 1e background, I'm perfectly happy spending most of my campaign at 1st-10th level and considering 12th-15th level as the end game. In that case, I think that - with the tweaks I've outlined - spellcasters won't be overpowering. On the fireball subject, in 1e fireballs and the like rocked. This was because the damage from a fireball wasn't level capped and monsters on average had 4.5 hit points per HD. Your fireball on average did 3.5 hit points per level, so if it didn't take down the foe then it nearly did. But in 3.X, its not unusual at all to see monsters with 7.5 or 8.5 or more hit points per hit die, so at best your fireball is going to do half damage. Plus many things are going to have more Hit Dice than you do (recall that Balor's used to have 8HD in 1e, and huge red dragons had only 11HD). So your fireball just isn't nearly the threat it used to be except for cleaning up mooks much below your level, and that's possibly a waste of a spell anyway. A fireball in 3e has to be empowered to represent a reasonable threat, and there are usually better things to do with a 5th level spell. [/QUOTE]
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