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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="Elf Witch" data-source="post: 5484870" data-attributes="member: 9037"><p>The issue I see with making it take more rounds to cast spells is that you take the player out of the actual game play for large amounts of time during combat. In essence the wizard's player is just sitting there watching the other players play.</p><p></p><p>In game time each round consists of 6 seconds but in real life time it takes more than that to go through each round. I will be generous and say for example it only takes 5 minutes to get through a round. That means for 15 minutes the wizard's player is doing nothing.</p><p></p><p>In my one group with 5 players it took about 10 to 15 minutes to get through a round. If that was in play the wizard would be sitting out play for 45 minutes. </p><p></p><p>I have been in the situation whee my character has been disabled for x amount of rounds and those combat rounds are very boring. But it does not happen every combat session. So I accept it as a consequence of the game.</p><p></p><p>I can see limits on spellcasters where they pay a price for casting magic if its limited and recovery from it does not take overly long. Otherwise the old 15 minute adventuring day will be the only way to play because it will be to dangerous for the wizard to take a chance in combat.</p><p></p><p>The trick in nerfing magic users abilities is to it without making the class a chore to play or making the negatives so bad that it is simply not that much fun to play.</p><p></p><p>Some of the ways I would limit magic would be to make it harder to have magic items that allow you to cast more spells. </p><p></p><p>Limit the amount of spell slots available to cast magic each day.</p><p></p><p>Get rid of metamagic that allows you to make spells more powerful.</p><p></p><p>Remove the spells that seem to be the most game breaking.</p><p></p><p>Make every offensive spell a roll to hit . In area effect spells you have to roll to hit to put the spell where you want it. </p><p></p><p>Require concentration checks for different spell situations for example you cannot be flying and then casting other spells with a concentration check to be able to cast the second spell.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5484870, member: 9037"] The issue I see with making it take more rounds to cast spells is that you take the player out of the actual game play for large amounts of time during combat. In essence the wizard's player is just sitting there watching the other players play. In game time each round consists of 6 seconds but in real life time it takes more than that to go through each round. I will be generous and say for example it only takes 5 minutes to get through a round. That means for 15 minutes the wizard's player is doing nothing. In my one group with 5 players it took about 10 to 15 minutes to get through a round. If that was in play the wizard would be sitting out play for 45 minutes. I have been in the situation whee my character has been disabled for x amount of rounds and those combat rounds are very boring. But it does not happen every combat session. So I accept it as a consequence of the game. I can see limits on spellcasters where they pay a price for casting magic if its limited and recovery from it does not take overly long. Otherwise the old 15 minute adventuring day will be the only way to play because it will be to dangerous for the wizard to take a chance in combat. The trick in nerfing magic users abilities is to it without making the class a chore to play or making the negatives so bad that it is simply not that much fun to play. Some of the ways I would limit magic would be to make it harder to have magic items that allow you to cast more spells. Limit the amount of spell slots available to cast magic each day. Get rid of metamagic that allows you to make spells more powerful. Remove the spells that seem to be the most game breaking. Make every offensive spell a roll to hit . In area effect spells you have to roll to hit to put the spell where you want it. Require concentration checks for different spell situations for example you cannot be flying and then casting other spells with a concentration check to be able to cast the second spell. [/QUOTE]
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How would you houserule (nerf) magic at high levels.
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