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General Tabletop Discussion
*Pathfinder & Starfinder
toning down spellcasters
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<blockquote data-quote="Hawken" data-source="post: 2319047" data-attributes="member: 23619"><p>Limit the number of prepared spells they can have. Make them choose around 8-12 spells (maybe less at lower levels). That's all they can prepare at a time. Any other spell they want to cast takes 2 rounds to do so. Do that for all caster classes, even Sorcerer, and see what kind of difference that makes. The caster will be careful with their selection of spells and the group will have to protect them when they want to cast a non-prepared spell. </p><p></p><p>This keeps you from having to pick on the casters (Nightmare spells, interrupted rest, etc.). Fighters don't have to get a straight 8 hours to fight, rogues don't have to get a straight 8 hours to pick locks, disarm traps and backstab someone. There's no reason a wizard should have to suffer that limitation either. This puts a decent limit on them without reducing their power or effectiveness. Fighters can only use a number of weapons and feats at a given time. Rogues get scads of skill points, but can only use a few at a time. Give the spellcasters a limit to the number of spells they can cast (in a single round) at a time. </p><p></p><p>Specifically targeting a character because of their class is unfair also. The DM should learn how to balance his game without crippling a class. High level casters have mucho power because they're really less likely to become high level, so they should get the rewards. In a battle, healers are the first to go because they can't heal anyone else if they are dead or dying. Wizard types are also primary targets since they are even more vulnerable and physically weaker. So if characters can survive twelve or more levels of being the one with the lowest life expectancy, they've earned the big spells!</p></blockquote><p></p>
[QUOTE="Hawken, post: 2319047, member: 23619"] Limit the number of prepared spells they can have. Make them choose around 8-12 spells (maybe less at lower levels). That's all they can prepare at a time. Any other spell they want to cast takes 2 rounds to do so. Do that for all caster classes, even Sorcerer, and see what kind of difference that makes. The caster will be careful with their selection of spells and the group will have to protect them when they want to cast a non-prepared spell. This keeps you from having to pick on the casters (Nightmare spells, interrupted rest, etc.). Fighters don't have to get a straight 8 hours to fight, rogues don't have to get a straight 8 hours to pick locks, disarm traps and backstab someone. There's no reason a wizard should have to suffer that limitation either. This puts a decent limit on them without reducing their power or effectiveness. Fighters can only use a number of weapons and feats at a given time. Rogues get scads of skill points, but can only use a few at a time. Give the spellcasters a limit to the number of spells they can cast (in a single round) at a time. Specifically targeting a character because of their class is unfair also. The DM should learn how to balance his game without crippling a class. High level casters have mucho power because they're really less likely to become high level, so they should get the rewards. In a battle, healers are the first to go because they can't heal anyone else if they are dead or dying. Wizard types are also primary targets since they are even more vulnerable and physically weaker. So if characters can survive twelve or more levels of being the one with the lowest life expectancy, they've earned the big spells! [/QUOTE]
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