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<blockquote data-quote="Scurvy_Platypus" data-source="post: 3821240" data-attributes="member: 43283"><p>First, I'd introduce a "hard cap". I'm going to be playing a game similar to E6, only I'm using 8th level as the cap, instead of 6th. That should cover you to to "10th level play" in terms of feel.</p><p></p><p>The specific setting I'm using actually caps magic at 5th level. It says flat out, [paraphrased] "Spells from other d20 sources are certainly possible to use, but spells over 5th level, anti-magic, and planar travel, are all inappropriate for the setting."</p><p></p><p>Which means for example that Teleportation is in.</p><p></p><p>5th level seems to be the "change" point in terms of spells. Up to 4th level it's not bad, but 5th level is where you can start getting into sticky stuff and it spirals out from there. So either cap it at 4th or 5th level, and then if you really need to, allow explicit and specific spells only after that.</p><p></p><p>So for example, if you _must_ have Ressurection in your game, go ahead and cap magic at 4th level, and then make an explicit allowance only for the Ressurection spell to exist. It'll still be at whatever particular level, and be a pretty special thing. There's a few way of handling the spell cost for the "exception" spells like that. The E6 way of incantations is one of them, and probably more acceptable to some folks since it's using "offical" magic rules.</p><p></p><p>As for the "OMG Teleportation is going to ruin everything!!!" post above... ummm... take a deep breath and relax. Somehow, D&D has managed to have Teleportation around for some 20+ years, and the game seems to have managed to survive it.</p><p></p><p>Fly, Create Food and Water.... there's all sorts of spells that "could" cause all sorts of problems because of... whatever. I don't see people complaining about how here in the modern times, any modern game is broken because there's satellites that can see what a person is holding in their hand, we're capable of genetically modifying foods, the U.S. has some of the best farming around and could "feed the world" (or a goodly portion of people going hungry now), how the ease of purchasing firearms in the U.S. means that basically everyone is going to be walking around the streets with a handgun hidden on them, the existence of .50 Cal sniper rifles, tanks, aircraft, bombs and machine guns means that conventional troops would cease to be on the battlefield, and on and on.</p><p></p><p>Just as there's a lot of considerations about why things work (or don't work) the way they do in "real life" when you play a modern game, it's not really a stretch to say there's reasons why you can't simply take and "twist the dial to 11" and have some sort of massive funkiness happen. I mean sure you can if you want to, but it's not an "automatic" kind of thing. Heck, I don't see people complaining about how the existence of clerics means there shouldn't be any undead or diseases, or that people's ability to detect alignment means that over time, either only good or only evil would be around.</p><p></p><p>If you don't like the Teleport+Scry thing... just don't allow it. Just like there's tricks to deal with all the various forms of observation that are possible in today's world, there'd be tricks to dealing with stuff like that. They might be expensive, unknown to many people, and so forth, but for those that need to hide what they do, or restrict access to where they are, or even simply _know_ if they're under observation or not, but there would be ways.</p><p></p><p>Don't get hung up on trying to force absolutely everything through the "this is the way the world looks" filter of the rulebook.</p><p></p><p>As for the casters sucking compared to other classes.... *shrug* that's a lot more of a personal thing. If you're really worried about it, I'd let 'em continue getting additional slots even though you've capped the level of the magic spells themselves. Higher level slots can be traded in for various metamagic effects, instead of casters having to waste feats buying metamagic feats. Or let the higher levels slots be "freebies". So the first 6th level slot a caster gets, they can use it to cast _any_ spell they happen to know. It steps on the toes of the Sorcerer a bit I suppose, but I think the Sorcerer probably has enough other stuff going on to not be that worried about it. Plus the fact that it's _only_ the higher level spell slots that can be used as freebies.</p><p></p><p>Let people know what you decide to do, and how it works out for you. Hopefully something I rambled about above is useful.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 3821240, member: 43283"] First, I'd introduce a "hard cap". I'm going to be playing a game similar to E6, only I'm using 8th level as the cap, instead of 6th. That should cover you to to "10th level play" in terms of feel. The specific setting I'm using actually caps magic at 5th level. It says flat out, [paraphrased] "Spells from other d20 sources are certainly possible to use, but spells over 5th level, anti-magic, and planar travel, are all inappropriate for the setting." Which means for example that Teleportation is in. 5th level seems to be the "change" point in terms of spells. Up to 4th level it's not bad, but 5th level is where you can start getting into sticky stuff and it spirals out from there. So either cap it at 4th or 5th level, and then if you really need to, allow explicit and specific spells only after that. So for example, if you _must_ have Ressurection in your game, go ahead and cap magic at 4th level, and then make an explicit allowance only for the Ressurection spell to exist. It'll still be at whatever particular level, and be a pretty special thing. There's a few way of handling the spell cost for the "exception" spells like that. The E6 way of incantations is one of them, and probably more acceptable to some folks since it's using "offical" magic rules. As for the "OMG Teleportation is going to ruin everything!!!" post above... ummm... take a deep breath and relax. Somehow, D&D has managed to have Teleportation around for some 20+ years, and the game seems to have managed to survive it. Fly, Create Food and Water.... there's all sorts of spells that "could" cause all sorts of problems because of... whatever. I don't see people complaining about how here in the modern times, any modern game is broken because there's satellites that can see what a person is holding in their hand, we're capable of genetically modifying foods, the U.S. has some of the best farming around and could "feed the world" (or a goodly portion of people going hungry now), how the ease of purchasing firearms in the U.S. means that basically everyone is going to be walking around the streets with a handgun hidden on them, the existence of .50 Cal sniper rifles, tanks, aircraft, bombs and machine guns means that conventional troops would cease to be on the battlefield, and on and on. Just as there's a lot of considerations about why things work (or don't work) the way they do in "real life" when you play a modern game, it's not really a stretch to say there's reasons why you can't simply take and "twist the dial to 11" and have some sort of massive funkiness happen. I mean sure you can if you want to, but it's not an "automatic" kind of thing. Heck, I don't see people complaining about how the existence of clerics means there shouldn't be any undead or diseases, or that people's ability to detect alignment means that over time, either only good or only evil would be around. If you don't like the Teleport+Scry thing... just don't allow it. Just like there's tricks to deal with all the various forms of observation that are possible in today's world, there'd be tricks to dealing with stuff like that. They might be expensive, unknown to many people, and so forth, but for those that need to hide what they do, or restrict access to where they are, or even simply _know_ if they're under observation or not, but there would be ways. Don't get hung up on trying to force absolutely everything through the "this is the way the world looks" filter of the rulebook. As for the casters sucking compared to other classes.... *shrug* that's a lot more of a personal thing. If you're really worried about it, I'd let 'em continue getting additional slots even though you've capped the level of the magic spells themselves. Higher level slots can be traded in for various metamagic effects, instead of casters having to waste feats buying metamagic feats. Or let the higher levels slots be "freebies". So the first 6th level slot a caster gets, they can use it to cast _any_ spell they happen to know. It steps on the toes of the Sorcerer a bit I suppose, but I think the Sorcerer probably has enough other stuff going on to not be that worried about it. Plus the fact that it's _only_ the higher level spell slots that can be used as freebies. Let people know what you decide to do, and how it works out for you. Hopefully something I rambled about above is useful. [/QUOTE]
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