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Powering down D&D?
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<blockquote data-quote="RangerWickett" data-source="post: 117431" data-attributes="member: 63"><p>Hmm. I've been thinking about the Epic-Level Handbook, and how it allows for really really powerful characters. Y'know, fighters and monks who can pull off stunts like from Crouching Tiger, Hidden Dragon or any other Hong Kong action flick.</p><p></p><p>But what about spellcasters? In Hong Kong action flicks, heck, in any movie aside from D&D, do you ever see a lot of big, offensive magic, even if the warriors are incredibly powerful? No, you still see subtler things. You might see a Dragon Ball Z-style blast of energy, but rarely a fireball that just blows up somewhere away from the caster, and never meteor swarm.</p><p></p><p>I think we could fiddle with the curve of power for spellcasters. Try to keep them just as powerful, but with less access to high-level spells. Let them max out at 5th level spells at 20th level, like rangers or paladins. But you could balance this by having a lot more spells per day, and more versatility to the spells available.</p><p></p><p>How about we use a sorcerer for the sample. At 1st through 3rd level, he has only cantrips, but he can cast an unlimited number of them per day, and he knows 10 at 1st level, 20 at 2nd. At 3rd level he could gain some extra ability. Like maybe the ability to cantrip once per round as a free action.</p><p></p><p>Then at 4th level, he can cast as many 1st level spells as he wants each day, and he knows 3 1st level spells. By the time he reaches 7th level, he knows 12 1st level spells.</p><p></p><p>Then at 8th level, he can cast as many 2nd level spells per day as he wants, and he knows 3 2nd level spells. By the time he reaches 11th level, he knows 12 2nd level spells.</p><p></p><p>And so on, until he gets access to 3 5th level spells when he's 20th level.</p><p></p><p>We'll also shift around some spells, keeping the same visual while altering the power underlying it. Like making fireballs be a 5th level spell, but instead do 20d6 damage.</p><p></p><p>Control weather could be, say, a 3rd level spell. There'll be a lot more curses and spells to trap monsters or bind them, instead of dealing damage.</p><p></p><p>Of course it's currently horribly unbalanced, but I kinda like the idea.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 117431, member: 63"] Hmm. I've been thinking about the Epic-Level Handbook, and how it allows for really really powerful characters. Y'know, fighters and monks who can pull off stunts like from Crouching Tiger, Hidden Dragon or any other Hong Kong action flick. But what about spellcasters? In Hong Kong action flicks, heck, in any movie aside from D&D, do you ever see a lot of big, offensive magic, even if the warriors are incredibly powerful? No, you still see subtler things. You might see a Dragon Ball Z-style blast of energy, but rarely a fireball that just blows up somewhere away from the caster, and never meteor swarm. I think we could fiddle with the curve of power for spellcasters. Try to keep them just as powerful, but with less access to high-level spells. Let them max out at 5th level spells at 20th level, like rangers or paladins. But you could balance this by having a lot more spells per day, and more versatility to the spells available. How about we use a sorcerer for the sample. At 1st through 3rd level, he has only cantrips, but he can cast an unlimited number of them per day, and he knows 10 at 1st level, 20 at 2nd. At 3rd level he could gain some extra ability. Like maybe the ability to cantrip once per round as a free action. Then at 4th level, he can cast as many 1st level spells as he wants each day, and he knows 3 1st level spells. By the time he reaches 7th level, he knows 12 1st level spells. Then at 8th level, he can cast as many 2nd level spells per day as he wants, and he knows 3 2nd level spells. By the time he reaches 11th level, he knows 12 2nd level spells. And so on, until he gets access to 3 5th level spells when he's 20th level. We'll also shift around some spells, keeping the same visual while altering the power underlying it. Like making fireballs be a 5th level spell, but instead do 20d6 damage. Control weather could be, say, a 3rd level spell. There'll be a lot more curses and spells to trap monsters or bind them, instead of dealing damage. Of course it's currently horribly unbalanced, but I kinda like the idea. [/QUOTE]
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