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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="Bluenose" data-source="post: 5482909" data-attributes="member: 49017"><p>I'm not sure that the problem isn't too heavily embedded into the system for a solution to be practical. There are several things to consider:</p><p></p><p>1. Save-or-Suck/Save-or-Die. Previous editions, a high level spellcaster had most of these spells available. The major reason not to use them often was that most opponents were going to make most of their saving throws (incidentally, a reason why no save spells like Otto's Irresistible Dance were so good), and might have Magic Resistance that wasn't easy to get through. You'd therefore expect high-level characters to pack a range of evocations which at least do half damage on a successful save. Unfortunately, 3rd edition inflated hit point totals compared to earlier editions. You can't reasonably revert to having saving throws as they were in 1e/2e/BECM and keep the higher hit point totals of 3e without making high level wizards very weak in combat - weaker, frankly, than lower level wizards whose SoS spells probably get through the inferior saves of their enemies, and whose enemies have lower hit point totals.</p><p></p><p>2. Actions and Initiative. Interrupted spellcasting used to be something that worried spellcasters a lot more. It's not just Concentration checks, but the alterations to the initiative system, that make it a lot less likely. If you revert to a segment based turn sequence, than you're probably going to have to rework a lot of action types, so a Fighter with a full attack sequence going is making multiple attacks, on different initiative points, and other actions are going to take a certain number of segments. The complication this involves should be obvious. I don't want to play Star Fleet Battles: the fantasy small unit action.</p><p></p><p>3. You'd probably want to do something about item creation. Easy access to item creation makes it much more practical for spellcasters to dominate combat and non-combat situations, either with their spells slots or with their pre-made scrolls and wands. </p><p></p><p>4. Something to reduce the versatility of spellcasters would be desirable. I think casters along the lines of the Dread Necromancer, the Warmage, the Beguiler, are probably the way to go. Limit the range of spells available to casters, and you're both reducing their ability to solve problems with spells and leaving more scope for people who rely on their skills to be necessary.</p></blockquote><p></p>
[QUOTE="Bluenose, post: 5482909, member: 49017"] I'm not sure that the problem isn't too heavily embedded into the system for a solution to be practical. There are several things to consider: 1. Save-or-Suck/Save-or-Die. Previous editions, a high level spellcaster had most of these spells available. The major reason not to use them often was that most opponents were going to make most of their saving throws (incidentally, a reason why no save spells like Otto's Irresistible Dance were so good), and might have Magic Resistance that wasn't easy to get through. You'd therefore expect high-level characters to pack a range of evocations which at least do half damage on a successful save. Unfortunately, 3rd edition inflated hit point totals compared to earlier editions. You can't reasonably revert to having saving throws as they were in 1e/2e/BECM and keep the higher hit point totals of 3e without making high level wizards very weak in combat - weaker, frankly, than lower level wizards whose SoS spells probably get through the inferior saves of their enemies, and whose enemies have lower hit point totals. 2. Actions and Initiative. Interrupted spellcasting used to be something that worried spellcasters a lot more. It's not just Concentration checks, but the alterations to the initiative system, that make it a lot less likely. If you revert to a segment based turn sequence, than you're probably going to have to rework a lot of action types, so a Fighter with a full attack sequence going is making multiple attacks, on different initiative points, and other actions are going to take a certain number of segments. The complication this involves should be obvious. I don't want to play Star Fleet Battles: the fantasy small unit action. 3. You'd probably want to do something about item creation. Easy access to item creation makes it much more practical for spellcasters to dominate combat and non-combat situations, either with their spells slots or with their pre-made scrolls and wands. 4. Something to reduce the versatility of spellcasters would be desirable. I think casters along the lines of the Dread Necromancer, the Warmage, the Beguiler, are probably the way to go. Limit the range of spells available to casters, and you're both reducing their ability to solve problems with spells and leaving more scope for people who rely on their skills to be necessary. [/QUOTE]
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