Dice4Hire
First Post
I would do a few things:
1: Lower the number of slots casters get at higher levels. In 3E, they just do not run out.
2: Make them specialists, with limited spell choice. IT is too easy o cherry pick the 5% of really powerful spells.
3: Cut out the 5% or so of spells that make casters just too good, and ruin the adventuring experience itself. Spells like Find the Path and the like.
4: Up fighter damage, and get rid of the full-round attack. If fighters can move and still do full damage, they will be a lot more effective. Also, dump AoO for movement, but keep spellcasting.
5: I would also not let casters do a 5 foot step while spellcasting.
But basically, 4E did it for me, overall.
1: Lower the number of slots casters get at higher levels. In 3E, they just do not run out.
2: Make them specialists, with limited spell choice. IT is too easy o cherry pick the 5% of really powerful spells.
3: Cut out the 5% or so of spells that make casters just too good, and ruin the adventuring experience itself. Spells like Find the Path and the like.
4: Up fighter damage, and get rid of the full-round attack. If fighters can move and still do full damage, they will be a lot more effective. Also, dump AoO for movement, but keep spellcasting.
5: I would also not let casters do a 5 foot step while spellcasting.
But basically, 4E did it for me, overall.