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General Tabletop Discussion
*Dungeons & Dragons
How would you balance this modification to spellcasters?
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<blockquote data-quote="Blue" data-source="post: 7427738" data-attributes="member: 20564"><p>Okay, just thinking about this in the abstract:</p><p></p><p>If casters still have a large number of slots, they have both nova and staying power. I would need to greatly reduce the number of available slots. Like the caster vs. warlock, it's nova vs. recharge. Say one per spell level and eventually getting a second.</p><p></p><p>That will weaken some low level utility spells like Shield that expect to be able to be used several times in a short period. It will strengthen other spells that are good to cast several times per day but not close to each other (anything with 1+ hr duration, many out-of-combat spells, etc.).</p><p></p><p>On top of that, we need to nerf spells in order to keep caster vs. non-caster balance. To look at just combat, over the course of a day a caster spending action to do damage should max at non-casters spending actions to do damage. (I mention "max" because casters also have flexibility to do control, buffs, debuffs, etc.) When you get 2nd level spells, you're already up to 1 per short rest. When you get 3rd level spells you're up to 3 prof so that is also 1 per short rest. That's a lot more powerful. So we need to nerf the spells as well. Especially at high levels when you can go through two combats (an average between short rests to recharge) without ever needing to use cantrips. And remmeber, you still get the same number of high level spells per day as a PHB caster.</p><p></p><p>Oh, and remove the Arcane recharge and like (druid, etc.).</p><p></p><p>Changing topics some, this is a lot more powerful for half casters as presented - they get the same number of spell slot refreshes as full casters. I'd suggest changing it the short-rest refresh to half proficiency for half casters as well as EK/AT. Not that the paladin specifically gets changed in feel - they can't nova Divine Smite as needed (because of reduced slots), but they have reliably recharge over the course of the day.</p><p></p><p>Next topic - if the players control the pace of the adventuring day, I can see a lot more short rests happening. That's somethign that needs to be discussed int he context of a specific table. (Note that reduced spell slots per level helps avoid taking several back-to-back short rests).</p><p></p><p>Summary:</p><ul> <li data-xf-list-type="ul">Only 1 slot per spell lavel (with a few more low level slots at high caster level)</li> <li data-xf-list-type="ul">Spells recharging this fast plus base spells per day allows more actions spent casting powerful spells, so spells need to be nerfed as well.</li> <li data-xf-list-type="ul">Remove other slot recharge mechanics.</li> <li data-xf-list-type="ul">Change partial casters to recharging based on 1/2 Proficiency on short rests.</li> <li data-xf-list-type="ul">Changes play style of casters as well as some like paladin.</li> <li data-xf-list-type="ul">Table-dependant - how frequent short rests. This assumes one every other meaningful encounter.</li> </ul></blockquote><p></p>
[QUOTE="Blue, post: 7427738, member: 20564"] Okay, just thinking about this in the abstract: If casters still have a large number of slots, they have both nova and staying power. I would need to greatly reduce the number of available slots. Like the caster vs. warlock, it's nova vs. recharge. Say one per spell level and eventually getting a second. That will weaken some low level utility spells like Shield that expect to be able to be used several times in a short period. It will strengthen other spells that are good to cast several times per day but not close to each other (anything with 1+ hr duration, many out-of-combat spells, etc.). On top of that, we need to nerf spells in order to keep caster vs. non-caster balance. To look at just combat, over the course of a day a caster spending action to do damage should max at non-casters spending actions to do damage. (I mention "max" because casters also have flexibility to do control, buffs, debuffs, etc.) When you get 2nd level spells, you're already up to 1 per short rest. When you get 3rd level spells you're up to 3 prof so that is also 1 per short rest. That's a lot more powerful. So we need to nerf the spells as well. Especially at high levels when you can go through two combats (an average between short rests to recharge) without ever needing to use cantrips. And remmeber, you still get the same number of high level spells per day as a PHB caster. Oh, and remove the Arcane recharge and like (druid, etc.). Changing topics some, this is a lot more powerful for half casters as presented - they get the same number of spell slot refreshes as full casters. I'd suggest changing it the short-rest refresh to half proficiency for half casters as well as EK/AT. Not that the paladin specifically gets changed in feel - they can't nova Divine Smite as needed (because of reduced slots), but they have reliably recharge over the course of the day. Next topic - if the players control the pace of the adventuring day, I can see a lot more short rests happening. That's somethign that needs to be discussed int he context of a specific table. (Note that reduced spell slots per level helps avoid taking several back-to-back short rests). Summary: [LIST] [*]Only 1 slot per spell lavel (with a few more low level slots at high caster level) [*]Spells recharging this fast plus base spells per day allows more actions spent casting powerful spells, so spells need to be nerfed as well. [*]Remove other slot recharge mechanics. [*]Change partial casters to recharging based on 1/2 Proficiency on short rests. [*]Changes play style of casters as well as some like paladin. [*]Table-dependant - how frequent short rests. This assumes one every other meaningful encounter. [/LIST] [/QUOTE]
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How would you balance this modification to spellcasters?
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