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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="Brother MacLaren" data-source="post: 5485778" data-attributes="member: 15999"><p>Actually, a casting time of "one round" is longer than a casting time of "one full-round action." The former is Summon Nature's Ally, the later is a spontaneously metamagic'ed standard-action spell. The former can be interrupted on the enemy's turn, the latter only by a readied action. Rapid Spell is basically a must-have for druids that plan on doing any summoning.</p><p></p><p>I have to say, in general, a lot of the problematic spells and abilities are quintessential kinds of magic from folklore. Shape-changing is totally iconic, so I couldn't see ripping it out altogether -- though I have seen many fixes that make it much more balanced. Scrying is also a staple, but the information gained isn't an auto-win even if it isn't blocked (you could take the LotR solution where scrying is only possible through Crystal Balls which are beyond even a demigod's power to create). Mind-reading is also iconic, though there are mundane methods to foil that (working through intermediaries). Certainly you can change the level of these things, or the mechanics of how they work, but the things magic can do in myth and legend should be included in the game. It isn't necessary that every wizard be able to do every one of these -- you can have the Beguiler/Warmage/Dread Necromancer approach, or a variation of 2E's %-to-learn and max-spells known -- but they should exist as spells that some casters can use.</p><p></p><p>Personally, I'd nerf magic by increasing casting times (1 round for all but melee touch spells), by vastly reducing the number of buffing spells and effects, giving nearly every spell a save, and making saves scale so that they are easier to make at high levels. Mostly the BECMI magic system and spell selection or spells that would fit in that system, possibly combined with at-will cantrips or carefully constrained reserve feats. Looking at BECMI, the power curve for spells is much flatter in general. In particular, conjurations and defensive buffs are often higher-level than they would be in 3E; see Create Normal Monsters, Conjure Elemental, Survival, and Immunity.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 5485778, member: 15999"] Actually, a casting time of "one round" is longer than a casting time of "one full-round action." The former is Summon Nature's Ally, the later is a spontaneously metamagic'ed standard-action spell. The former can be interrupted on the enemy's turn, the latter only by a readied action. Rapid Spell is basically a must-have for druids that plan on doing any summoning. I have to say, in general, a lot of the problematic spells and abilities are quintessential kinds of magic from folklore. Shape-changing is totally iconic, so I couldn't see ripping it out altogether -- though I have seen many fixes that make it much more balanced. Scrying is also a staple, but the information gained isn't an auto-win even if it isn't blocked (you could take the LotR solution where scrying is only possible through Crystal Balls which are beyond even a demigod's power to create). Mind-reading is also iconic, though there are mundane methods to foil that (working through intermediaries). Certainly you can change the level of these things, or the mechanics of how they work, but the things magic can do in myth and legend should be included in the game. It isn't necessary that every wizard be able to do every one of these -- you can have the Beguiler/Warmage/Dread Necromancer approach, or a variation of 2E's %-to-learn and max-spells known -- but they should exist as spells that some casters can use. Personally, I'd nerf magic by increasing casting times (1 round for all but melee touch spells), by vastly reducing the number of buffing spells and effects, giving nearly every spell a save, and making saves scale so that they are easier to make at high levels. Mostly the BECMI magic system and spell selection or spells that would fit in that system, possibly combined with at-will cantrips or carefully constrained reserve feats. Looking at BECMI, the power curve for spells is much flatter in general. In particular, conjurations and defensive buffs are often higher-level than they would be in 3E; see Create Normal Monsters, Conjure Elemental, Survival, and Immunity. [/QUOTE]
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