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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="garrowolf" data-source="post: 5484649" data-attributes="member: 31900"><p>There is a simpler way of dealing with this that is really quick and easy. Figure out how powerful you want the magic users in your game to top out and say that magic above that level doesn't exist in your setting. If you want to take 8th and 9th level out then do so. </p><p></p><p>Maybe add requirements that cause alot of these levels to not be available until the character is higher or even epic levels. Maybe you have it where you can't go above 4th level magic until much higher then normal. Slow down the progression and it would make magic more impressive and worth more once they finally do get there. </p><p></p><p>Don't replace it with anything either. Let them go back and take more of the lower level spells and maybe they will get more creative. </p><p></p><p>Maybe human blood can't take that kind of power at all past a certain level if you want to keep the spells in the game but separate from the players. </p><p></p><p>Maybe Wizards have to ground themselves out to use that much power so they have to build and work in a Tower. They gain great power but they loose the ability to move around and adventure much (or they can only do lower level spells away from their tower for the same reason). </p><p></p><p>The other thing I would do is define things as fast or slow actions. Fast Actions are things like using a weapon, movement, etc. Slow actions are things like magic, complex actions. etc. Slow actions occur at the end of the initiative round. Even if they are doing two simple actions but one of them is magic it would go off slowly. The character starts his hand motions once his initiative normally comes up but even a single action spell would be at the end of initiative so anything can try and distract him. </p><p></p><p>This also means that a character that is doing a complex action like work on a computer or bind a wound wouldn't go before someone who is stabbing someone twice.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 5484649, member: 31900"] There is a simpler way of dealing with this that is really quick and easy. Figure out how powerful you want the magic users in your game to top out and say that magic above that level doesn't exist in your setting. If you want to take 8th and 9th level out then do so. Maybe add requirements that cause alot of these levels to not be available until the character is higher or even epic levels. Maybe you have it where you can't go above 4th level magic until much higher then normal. Slow down the progression and it would make magic more impressive and worth more once they finally do get there. Don't replace it with anything either. Let them go back and take more of the lower level spells and maybe they will get more creative. Maybe human blood can't take that kind of power at all past a certain level if you want to keep the spells in the game but separate from the players. Maybe Wizards have to ground themselves out to use that much power so they have to build and work in a Tower. They gain great power but they loose the ability to move around and adventure much (or they can only do lower level spells away from their tower for the same reason). The other thing I would do is define things as fast or slow actions. Fast Actions are things like using a weapon, movement, etc. Slow actions are things like magic, complex actions. etc. Slow actions occur at the end of the initiative round. Even if they are doing two simple actions but one of them is magic it would go off slowly. The character starts his hand motions once his initiative normally comes up but even a single action spell would be at the end of initiative so anything can try and distract him. This also means that a character that is doing a complex action like work on a computer or bind a wound wouldn't go before someone who is stabbing someone twice. [/QUOTE]
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