ArmoredSaint
First Post
The best ways I've come up with to control spellcasters are:
-Rigidly and ruthlessly enforce concentration checks and opportunity attacks at all times. Possibly even expand opponents' opportunity to attempt an opportunity attack or cause a caster to roll a concentration check.
-Do not allow spellcasters to acquire new spells easily; make them work to earn/find every single new spell. Strictly control which spells they have access to--if you don't want them to fly or turn invisible, then rule that those spells either don't exist, or are closely-guarded secrets of mysterious cults, etc. the acquisition of which should be an extremely perilous quest.
I really, really like the idea of requiring longer casting times for powerful, unbalancing, potentially game-ruining spells; I might give it a try in my next game.
In my experience, players of spellcasters tend to be smart people who get their jollies from displaying the superiority of brains over brawn. They often excel and delight in system mastery, and will take every devious opportunity to find ways to exploit the rules in various creative ways regardless of how cheesy or unrealistic the result might be, and every spell they get gives them another tool to do so. Some of them even take a perverse pleasure in ruining your carefully-planned adventure with a combination of well-timed/placed spells that takes advantage some obscure loophole in the rules that you hadn't noticed before. Not taking the proper precautions before the campaign starts is what allows spellcasters to dominate the game as much as they have the reputation for doing, IMO.
-Rigidly and ruthlessly enforce concentration checks and opportunity attacks at all times. Possibly even expand opponents' opportunity to attempt an opportunity attack or cause a caster to roll a concentration check.
-Do not allow spellcasters to acquire new spells easily; make them work to earn/find every single new spell. Strictly control which spells they have access to--if you don't want them to fly or turn invisible, then rule that those spells either don't exist, or are closely-guarded secrets of mysterious cults, etc. the acquisition of which should be an extremely perilous quest.
I really, really like the idea of requiring longer casting times for powerful, unbalancing, potentially game-ruining spells; I might give it a try in my next game.
In my experience, players of spellcasters tend to be smart people who get their jollies from displaying the superiority of brains over brawn. They often excel and delight in system mastery, and will take every devious opportunity to find ways to exploit the rules in various creative ways regardless of how cheesy or unrealistic the result might be, and every spell they get gives them another tool to do so. Some of them even take a perverse pleasure in ruining your carefully-planned adventure with a combination of well-timed/placed spells that takes advantage some obscure loophole in the rules that you hadn't noticed before. Not taking the proper precautions before the campaign starts is what allows spellcasters to dominate the game as much as they have the reputation for doing, IMO.