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Reigning in casters
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<blockquote data-quote="Jester David" data-source="post: 6285971" data-attributes="member: 37579"><p>The catch is, casters are only a problem when they start getting 6th level spells. So things are fibe for 3/5th of the game. Except, casters also really suffer for the first 3 or so levels.</p><p>The proposed change by the OP really means casters will be unplayable for 3 levels, weak for 9, and average for 8 levels. </p><p></p><p>Of course, few fights really last 3-4 rounds unless waves of enemies are involved. So that wizard casting the fireball won't need that spell when it's ready, as the dynamic will have changed. </p><p></p><p>Really, it's easier to just have spellcasting classes cap out at 10th level. Or do something like D&D5 where spells don't automatically scale up and you have to expend higher level slots to get the same effect.</p><p></p><p></p><p>I did try something similar once. I increased casting times by one step so all spells that took a standard action took 1 round. But any spell with a duration longer than instantaneous also had its duration increased by one step. The idea was to increase use of out-of-combat spells, encouraging preparation and reducing the focus on blasting magic. </p><p>The players with spellcasting classes ended up bored, unable to move or really participate. Turns were often wasted because during the round an enemy moved out of range or allies moved into the wrong position. </p><p>If I was going to do it again, I'd limit the increased casting times to the highest level spell the class knows. Or allow a couple quick spells for emergencies. Or just not kick in until 4th level spells.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6285971, member: 37579"] The catch is, casters are only a problem when they start getting 6th level spells. So things are fibe for 3/5th of the game. Except, casters also really suffer for the first 3 or so levels. The proposed change by the OP really means casters will be unplayable for 3 levels, weak for 9, and average for 8 levels. Of course, few fights really last 3-4 rounds unless waves of enemies are involved. So that wizard casting the fireball won't need that spell when it's ready, as the dynamic will have changed. Really, it's easier to just have spellcasting classes cap out at 10th level. Or do something like D&D5 where spells don't automatically scale up and you have to expend higher level slots to get the same effect. I did try something similar once. I increased casting times by one step so all spells that took a standard action took 1 round. But any spell with a duration longer than instantaneous also had its duration increased by one step. The idea was to increase use of out-of-combat spells, encouraging preparation and reducing the focus on blasting magic. The players with spellcasting classes ended up bored, unable to move or really participate. Turns were often wasted because during the round an enemy moved out of range or allies moved into the wrong position. If I was going to do it again, I'd limit the increased casting times to the highest level spell the class knows. Or allow a couple quick spells for emergencies. Or just not kick in until 4th level spells. [/QUOTE]
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