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General Tabletop Discussion
*TTRPGs General
How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="The Shaman" data-source="post: 5486385" data-attributes="member: 26473"><p>This was big in 1e - the only way to reliably beat magic resistance was to gain levels, and even an 18th level magic-user could only reduce magic resistance by forty percent - whereas the CCG-influenced feats of 3e still involve making a trade-off in making a wizard capable enough to bypass magic resistance, provided some broken combination of feats and prestige classes can't be cobbled together.</p><p></p><p>In 1e, one of my very few house rules for the game was to change the basic unit of combat from the round to the segment while keeping casting times for spells the same. It originally had nothing to do with casting, but that proved to be perhaps the most interesting side effect of the change - quite a few spells became harder to cast in combat because they took so long that the risk of the spell being disrupted increased substantially. It also placed a premium on wands, which weren't as easy to make or buy as they are in 3e.</p><p></p><p>In any case, in the games I run by the time the adventurers reach high level, often their opponents have access to the same magic, so much of the time buffs get canceled out by the same spells cast on their enemies, or they are actively removed by <em>dispel magic</em> and such.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5486385, member: 26473"] This was big in 1e - the only way to reliably beat magic resistance was to gain levels, and even an 18th level magic-user could only reduce magic resistance by forty percent - whereas the CCG-influenced feats of 3e still involve making a trade-off in making a wizard capable enough to bypass magic resistance, provided some broken combination of feats and prestige classes can't be cobbled together. In 1e, one of my very few house rules for the game was to change the basic unit of combat from the round to the segment while keeping casting times for spells the same. It originally had nothing to do with casting, but that proved to be perhaps the most interesting side effect of the change - quite a few spells became harder to cast in combat because they took so long that the risk of the spell being disrupted increased substantially. It also placed a premium on wands, which weren't as easy to make or buy as they are in 3e. In any case, in the games I run by the time the adventurers reach high level, often their opponents have access to the same magic, so much of the time buffs get canceled out by the same spells cast on their enemies, or they are actively removed by [i]dispel magic[/i] and such. [/QUOTE]
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How would you houserule (nerf) magic at high levels.
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