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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="amnuxoll" data-source="post: 5483511" data-attributes="member: 13028"><p>I've completely revamped the d20 spells and spellcasting and am really happy with the result. Steps I took:</p><ul> <li data-xf-list-type="ul">I changed the way that saving throws work. A character can actively resist a spell and even be aided in that resistance by allies. This makes spells uncertainly effective without making spellcasting disappointing the way that a failure chance does. </li> <li data-xf-list-type="ul">I adjusted (and sometimes outright removed) spells people complain about that tended to unbalance play:<ul> <li data-xf-list-type="ul">Spells that allow the caster to fight better than a fighter or find traps better than a rogue</li> <li data-xf-list-type="ul">"Save or suck" and "Save or die" effects.</li> <li data-xf-list-type="ul"> Divination spells that tend to spoil intrigue. (Detect Evil, I'm looking at you!)</li> <li data-xf-list-type="ul"> I made buff spells something that has to be cast during combat. No more "guess when the next fight will be" metagaming. </li> <li data-xf-list-type="ul"> Most buff spells and heal spells are a swift action so you're not forced to choose whether to help your comrade or do something awesome.</li> <li data-xf-list-type="ul"> Polymorph...</li> </ul></li> <li data-xf-list-type="ul">I removed or replaced frustrating (and distracting) "spell tax" mechanics that annoy players rather than aid immersion: spell resistance, concentration checks, miss chance...</li> <li data-xf-list-type="ul">I removed the extra action requirements from metamagic casting but also brought the power level in line.</li> <li data-xf-list-type="ul"> Last, but not least: I made martial characters multi-faceted and fun to play without giving them "martial spellcasting".</li> </ul></blockquote><p></p>
[QUOTE="amnuxoll, post: 5483511, member: 13028"] I've completely revamped the d20 spells and spellcasting and am really happy with the result. Steps I took: [list] [*]I changed the way that saving throws work. A character can actively resist a spell and even be aided in that resistance by allies. This makes spells uncertainly effective without making spellcasting disappointing the way that a failure chance does. [*]I adjusted (and sometimes outright removed) spells people complain about that tended to unbalance play: [list] [*]Spells that allow the caster to fight better than a fighter or find traps better than a rogue [*]"Save or suck" and "Save or die" effects. [*] Divination spells that tend to spoil intrigue. (Detect Evil, I'm looking at you!) [*] I made buff spells something that has to be cast during combat. No more "guess when the next fight will be" metagaming. [*] Most buff spells and heal spells are a swift action so you're not forced to choose whether to help your comrade or do something awesome. [*] Polymorph... [/list] [*]I removed or replaced frustrating (and distracting) "spell tax" mechanics that annoy players rather than aid immersion: spell resistance, concentration checks, miss chance... [*]I removed the extra action requirements from metamagic casting but also brought the power level in line. [*] Last, but not least: I made martial characters multi-faceted and fun to play without giving them "martial spellcasting". [/list] [/QUOTE]
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