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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="billd91" data-source="post: 5482835" data-attributes="member: 3400"><p>That's actually a house rule, Nebten. I've used a variation of it. If you got hit before the time you actually started casting it, you couldn't cast but you didn't lose the spell (the action was disrupted but not the spell itself). If you got hit during the casting, you lost the spell (action and spell disrupted). </p><p></p><p>In the end, I'm not sure it was worth it as a distinction.</p><p></p><p>There are a couple of elements of 2e (as I've said before, a much better balanced game than most people give it credit for) that, when brought forward to 3e, would help.</p><p></p><p>1) Limits on save DCs - 1e/2e kept all saves within a 20 point spread. Open-ended stat progression in 3e was kind of interesting and certainly useful for scaling monsters, but there's no reason PC stats can't be capped. I'd be quite comfortable with a cap at 26. </p><p>Note: I'd also cap the max DCs on monster special abilities too. </p><p></p><p>2) Longer casting times - even if you use cyclical initiative (and it does make things easy to manage at the table - purely a gamist construct - but one that makes the game smoother). Increasing a lot of spells to full action or 1 round casting times would increase disruptability (and decrease caster mobility) without ditching the cyclical initiatives. I'd consider keeping the raw damage spells relatively short on the casting time since they, while useful, aren't as powerful in a game with monsters tending to get lots of hp off Con bonuses.</p><p></p><p>3) Ditch concentration rolls to allow casting to continue after being hit. I'd still allow it for casting defensively and for casting through ongoing damage (like an acid arrow), but not for a direct hit.</p><p></p><p>4) Improving Saves relative to DCs. Instead of strong saves increasing at 1/2 level and weak at 1/3 level, put them all on 1/2 level and just add a +2 bonus to the strong save. I think the end result (at 20th level) of a strong save being +3, weak save being -3 compared to a 9th level spell was kind of a nice result, but I think a better weak save would be better all around.</p><p></p><p>5) Ditch a lot of the personal cleric combat buffs.</p><p></p><p>6) Use Pathfinder's version of the polymorph spells (character gains physical shape but not stats, gains stat bonus to what they already have instead).</p></blockquote><p></p>
[QUOTE="billd91, post: 5482835, member: 3400"] That's actually a house rule, Nebten. I've used a variation of it. If you got hit before the time you actually started casting it, you couldn't cast but you didn't lose the spell (the action was disrupted but not the spell itself). If you got hit during the casting, you lost the spell (action and spell disrupted). In the end, I'm not sure it was worth it as a distinction. There are a couple of elements of 2e (as I've said before, a much better balanced game than most people give it credit for) that, when brought forward to 3e, would help. 1) Limits on save DCs - 1e/2e kept all saves within a 20 point spread. Open-ended stat progression in 3e was kind of interesting and certainly useful for scaling monsters, but there's no reason PC stats can't be capped. I'd be quite comfortable with a cap at 26. Note: I'd also cap the max DCs on monster special abilities too. 2) Longer casting times - even if you use cyclical initiative (and it does make things easy to manage at the table - purely a gamist construct - but one that makes the game smoother). Increasing a lot of spells to full action or 1 round casting times would increase disruptability (and decrease caster mobility) without ditching the cyclical initiatives. I'd consider keeping the raw damage spells relatively short on the casting time since they, while useful, aren't as powerful in a game with monsters tending to get lots of hp off Con bonuses. 3) Ditch concentration rolls to allow casting to continue after being hit. I'd still allow it for casting defensively and for casting through ongoing damage (like an acid arrow), but not for a direct hit. 4) Improving Saves relative to DCs. Instead of strong saves increasing at 1/2 level and weak at 1/3 level, put them all on 1/2 level and just add a +2 bonus to the strong save. I think the end result (at 20th level) of a strong save being +3, weak save being -3 compared to a 9th level spell was kind of a nice result, but I think a better weak save would be better all around. 5) Ditch a lot of the personal cleric combat buffs. 6) Use Pathfinder's version of the polymorph spells (character gains physical shape but not stats, gains stat bonus to what they already have instead). [/QUOTE]
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