Increase DC for Casting defensively

dagger

Adventurer
Two of the players in the group think that the DC should be 20+spell level instead of 15. I am currently on the fence on the issue.

How bad do you think this will screw the casters in the short and long run? :D
 

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How about going DC 10 + spell level + BAB of whatever is threatening you? If that's still too easy, up the base DC to 15.
 

I side with Elephant

---------

20+lvl

Combat Casting, Con 14

Chance to beat the DC for spells level 0/1/2/3/4/5/6/7/8/9

lvl 01: 55/50%
lvl 06: 80/75/70/65%
lvl 11: 100/100/100/95/90/85%
lvl 16: 100/100/100/100/100/100/100/95%
lvl 21: 100/100/100/100/100/100/100/100/100%

So:
hits too hard too early (casters have had enough of that)
and becomes irrelevant around level 11 (a bit later than DC 15+lvl)
 
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A DC of 15 + twice the spell's level, or 10 + three times the spell's level, may be more fair and would stay somewhat significant for longer.
 

I like Elephant's idea. I think AE does it that way. My group uses an Opposed Roll (at least, that's how we did it last session), which is actually the AE Tumbling rule, but it worked pretty well. It still gives the edge to the casters except where they're outmatched by their melee combatants.

My personal sensibility is that in situations where two characters are actively working against each other, Opposed Rolls make more sense than set DCs. With set DCs things are usually impossible at low levels and impossible to fail at high levels, and neither of those extremes are particularly exciting.
 

phindar said:
I like Elephant's idea. I think AE does it that way. My group uses an Opposed Roll (at least, that's how we did it last session), which is actually the AE Tumbling rule, but it worked pretty well. It still gives the edge to the casters except where they're outmatched by their melee combatants.

My personal sensibility is that in situations where two characters are actively working against each other, Opposed Rolls make more sense than set DCs. With set DCs things are usually impossible at low levels and impossible to fail at high levels, and neither of those extremes are particularly exciting.
I think AE uses opposed rolls for both Concentration (at least defensive casting) and Tumble. That's how I run it, anyway, whether it's the book rule or not; it's easier to remember the change when it's (mostly) the same for both skills.
 

I looked it up because I wasn't sure, and AE is Opponent's Attack Bonus (Min 10) + Spell Level. Although I agree with you, I like it when rules work pretty much the same way. Saves brainspace.
 

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