D&D 3.x "Just the Good Stuff" 3.x Ruleset Deckbuilding

I've came to a similar conclusion. Nerfing the spell progression = better game.

Adjusting monster saving throws so that you don't add 1/2 their HD helps as well, since powerful monsters typically have higher ability scores as well. If you really need to, you can always add an extraordinary power to the monster stat block like "Especially Venomous" or whatever, but in general, keeping the DC's of most saves below 20 or not much above 20 makes for a better game and is actually an important balance feature between casters and non-casters, as the default game pushes you toward a situation where since saving throws are nearly impossible only hard immunity (via spells) is useful and thus only casters are useful.
 

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