How to design 4th edition D&D to limit buffing

zoroaster100

First Post
I've been DMing for a group of 6 to 7 players from first level through 11th level for the past year, using 3.5 edition D&D rules. We've been having a blast, but as the characters and their allies and opponents rise in level, running combats and preparing for each session as DM is becoming more and more of a headache. For the players it's becoming more and more frustrating as well to have to do a page full of math to figure out attack bonuses, save bonuses, AC bonuses, etc. I really hope that with fourth edition, they design away some of the sacred cows to clear the game of so much buffing before and during combat. I think the game will be a lot more fun if the spellcasters have better things to do during combat than buff the fighter-types or themselves. In fact, I think that buffing for combat should be simplified severely.

I'm thinking that spells should only grant "spell bonuses" instead of luck, dodge, profane, etc. bonuses to attack, damage, saves, and AC. And there should probably only be a couple of types of buffing spells, such as a defense buff that improves your AC, with different level versions that give you higher AC bonus of the same type. That way, at most a character has ONE AC boosting spell at a time. However, in order to make magic items always useful, they would grant a "magic item bonus" that does stack with a "spell bonus" but not with other magic items. This way, at most a character would only want to have ONE magic item that boosts AC, as any others would be moot. The same would apply to spells or magic items that boost your attack bonus, or your damage, or your energy resistance. Simplicity would greatly add to the enoyability of the game.

You want a high AC through magic? You need a high level spell to boost AC, not five different spells that add to natural armor, luck bonuses, deflection bonuses, etc. all with different durations and each separately dispellable.

Dispel magic should then only work to dispel one single type of spell (AC boosting, attack boosting, etc.) so it is not as effective, since that single buff is so vital when it is the only one you can have. Besides, then buffs are not so overwhelming that having them dispelled or not dispelled isn't the end all and be all of a high level battle, as it is right now.

To make up for the weakening of buffs, the direct damage spells should be strengthened. On the other hand, all spells which are save or die should be removed, and all spells which have no viable defense should either be removed from the game, or toned down so that they don't become decisive in encounters. This means that spellcasters would be able to play a viable role in combat rather than just as support characters.

But the main change that is needed is the simplification of buffs. Imagine if buffing was simplified to just a one, two, three or at most four spells instead of a dozen or more different spells per character at high level! Characters and NPCs might become as easy to run in combat as many monsters. The game will be much better for it.
 

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Well I'm hoping magic items become a lot less important in 4e. So that might change the buffing/magic item dynamic.

Anyway, I mostly like your suggestion, but wouldn't things get really busted when the inevitable flood of 4e splatbooks emerge, complete with loads of new buff spells?
 

But the if there is only one "bonus type" from spells, a "spell bonus" which doesn't stack, hopefully that wouldn't happen. Splat books with new spells would have to be more creative than providing different buffs. They'd have to provide new direct damage spells or new summoning spells, travel/movement spells, etc. But they should not provide new ways to increase AC, attack bonus, etc. Doing things this way also reduces the exponential increase in power as characters rise in level. The increase in power would be more linear than exponential. It would also make it easier for DMs to predict what type of challenge a party can face, since the difference between a prepared buffed party and an unbuffed party is not as ridiculously great as it currently is for high level charactes.
 

I like the suggestion as well, but I don't see it being implemented. Too many sacred cow spells and other effects that grant bonuses to many things that people will expect the next generation of the game to keep intact.

Like bardic inspire courage: +1 to saves vs. charms and fear, +1 attack and +1 damage.
Barbarian rage: +4 Str, +4 Con, +2 Will saves, –2 AC.
Haste: +1 attack, +1 dodge to AC, +1 dodge to Reflex, +30 feet to speed (max double normal speed), plus extra attack during full attack action.
Prayer: +1 attack, +1 damage, +1 all saves, +1 skill checks.
Protection from [alignment]: +2 deflection to AC, +2 resist bonus to saves, plus ward against possession, plus hedge out summoned creatures
Enlarge Person: +2 Str, –2 Dex, –1 attack, –1 AC, grants reach, equipment resized one size larger.

Plus all the spells that duplicate environmental effects, or induce conditions like exhaustion, fatigue, deafness, entangle, blindness, prone, frightened, sickened, shaken... etc.

It'll be tough to pull off.
 

I don't thinki spells that impose penalties during combat, like entangle, fatigue, etc. qualify as buffs. By buffs I mean spells that are cast before or during combat that simply add bonuses to other actions taken by characters. Those are the spells that really bog down the game for no good reason, as far as I see. As for class abilities, I think those are fine, because they wouldn't add a "spell bonus" but a "class bonus." A barbarian, for example, should get its bonus to stength and constitution and it should stack with ONE buff spell. What this change would mean to do is to save both players and DMs from having to spend hours of real time preparing all the buffs for a fight, then minutes during each person's turn to figure out the net benefit of all the buffs that stack after discounting the ones that don't stack.
 

Hmm, in our campaign which we ended at lvl 13 that was not a problem. Spell slots are too valuable to buff up everyone with everthing. My mage rarely casted more than 3 buffs per day, same with the cleric.
 

My suggestion is to have a "buffing routine".

Ask the players if they will sacrifice a bit of min-maxing in favor of a package of routine buffs that will be considered to have been cast before every major fight. Jot down the spells, their durations and their effects and have the accumulated bonuses handy, and allow for some variation for specific effects (i.e. let them add fire defense buffs vs. red dragons) and then run with it. It saves a lot of time and aggravation, especially with BBEG fights. Some players though will want to milk every possible +1 out of every situation so YMMV.
 

The big thing about why previous edition didn't use alot of buff effects was because buff effects were a pain-in-the-kiester to use. To whit.

Strength: varying amounts of Str based on class, never more than an 18. Basically, give the warrior a chance for a 18 str if he didn't already have one for the day, or ignore it.

Bardic Song: Listen to this joker sing for 3(three!) rounds and get a +1 to hit? Next.

Haste: Double your speed, double your attacks, +1 your age? System shock or DIE? I'll pass unless we're all gonna die.

Chant: Yay! +1 to hit, damage, saves! Oh, the cleric needs to do it every round to keep it up. I'd rather he hit stuff or healed me.

Aid: +1 to hit, +1d8 hp. Wee!
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The reason buffs weren't important in 1e/2e was that they were pains to use. Most of the time, they weren't worth the penalty associated with them, or you had better magic items anyway. (Blur? Nah, I use my cloak of displacement, thanks). So, with few exceptions (bless, prayer) bonuses were easy to account for BECAUSE THERE WEREN"T MANY TO USE. Even I could remember the +1 to hit from bless because all other numbers were the same from one combat to the next.

3e made buffs dynamic. However, they added much more math. I guess its the trade-off to seeing things like Aid, Bardsong, and Haste USED in game...
 
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Protection from Evil, Mage Armor, Shield, Resist Fire/Cold, Blur, Strength, Protection from Arrows, Invisibility, Displacement, Fly, Protection from Evil 10' Radius, Stoneskin -- these were meat and potatoes buffing spells in my 1e/2e experience. Is 3e all that different?
 

Sounds like part of your problem may be that you're usually or always giving your players a *chance* to buff before combats.

Granted, some buffs last long enough that they get cast at the beginning of the day...but, in 3.5, most of the good buffs are 1 round / level, or 1 minute / level. So, in order to really use them, the party has to spend time right before a fight preparing.

So? Don't always give them that chance. Drop surprise combats on them. Or, start inflicting consequences on them if they always insist on spending 3 rounds before entering the room -- let the monsters prepare, too. Let the monsters buff themselves, or set up traps, etc.
 

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