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Spell DC modified by level
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<blockquote data-quote="Elder-Basilisk" data-source="post: 397799" data-attributes="member: 3146"><p>The problem with the DC 5+(clvl/2) suggestion is that it would make low level wizards and sorcerors even weaker than they already are (Which is saying something) and high level sor/wiz characters much more powerful. At the moment, high level wizards need to carefully weigh their spells, knowing that their less powerful spells are more likely to be resisted. If this is no longer true then their effective arsenal is doubled or tripled after 8th level or so when the level of the spell really starts making a big difference for saves. That means that wizards and especially sorcerors are much more powerful at those high levels. (And as their magic already makes them arguably the most powerful high level class that's really not a good idea for balance).</p><p></p><p>Of course, it's also worth noting that the suggested 10+clvl/2 or 5+clvl/2 would most likely only make a difference in the PCs' power. NPCs generally don't live long enough to get beyond their highest level spells anyway so it probably wouldn't make a difference for them.</p><p></p><p>One of the things that I like about third edition is that simple spells are inherently easier to resist. While you might catch a paladin with a 9th level (heightened) charm person, that's the most powerful spell of its type that a wizard can cast. You certainly shouldn't be able to control the iron willed champion of law with a spell one step above a mere cantrip.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 397799, member: 3146"] The problem with the DC 5+(clvl/2) suggestion is that it would make low level wizards and sorcerors even weaker than they already are (Which is saying something) and high level sor/wiz characters much more powerful. At the moment, high level wizards need to carefully weigh their spells, knowing that their less powerful spells are more likely to be resisted. If this is no longer true then their effective arsenal is doubled or tripled after 8th level or so when the level of the spell really starts making a big difference for saves. That means that wizards and especially sorcerors are much more powerful at those high levels. (And as their magic already makes them arguably the most powerful high level class that's really not a good idea for balance). Of course, it's also worth noting that the suggested 10+clvl/2 or 5+clvl/2 would most likely only make a difference in the PCs' power. NPCs generally don't live long enough to get beyond their highest level spells anyway so it probably wouldn't make a difference for them. One of the things that I like about third edition is that simple spells are inherently easier to resist. While you might catch a paladin with a 9th level (heightened) charm person, that's the most powerful spell of its type that a wizard can cast. You certainly shouldn't be able to control the iron willed champion of law with a spell one step above a mere cantrip. [/QUOTE]
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