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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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<blockquote data-quote="Monayuris" data-source="post: 8300873" data-attributes="member: 6859536"><p>My approach to limiting spell casters so far has been to implement one week long rests. I keep short rests at an hour which benefits the more martially inclined short rest classes. I also require a long rest only in a place of civilization with an allied faction. If you want to long rest and get spells back, you have to set up stakes in the community.</p><p></p><p>Currently, I still do allow cantrips in my current campaign. If start a new 5e game, I would probably remove cantrips completely and make certain classic cantrip spells into 1st level (light for example). I'd also borrow from classic D&D and have a 'spell declaration' phase. You have to declare you are casting before the round starts and if you are damaged before your turn you have to make a concentration check to not lose the spell. (Players will know when monsters are casting and can take action to disrupt them).</p><p></p><p>I consider that a more soft discouragement to casting in combat. </p><p></p><p>I don't see the need to add anything to make up for it. Spell casting classes are still very powerful outside of combat and if they have a decent Dex, they can be just as good at a crossbow as any other character.</p><p></p><p>D&D is not only about combat, I don't see any need to balance classes solely by that metric. It is ok that fighter and barbarian are more effective in combat because sometimes spell casters are more effective outside of combat due to their spells and special skills. That is an acceptable balance to me.</p></blockquote><p></p>
[QUOTE="Monayuris, post: 8300873, member: 6859536"] My approach to limiting spell casters so far has been to implement one week long rests. I keep short rests at an hour which benefits the more martially inclined short rest classes. I also require a long rest only in a place of civilization with an allied faction. If you want to long rest and get spells back, you have to set up stakes in the community. Currently, I still do allow cantrips in my current campaign. If start a new 5e game, I would probably remove cantrips completely and make certain classic cantrip spells into 1st level (light for example). I'd also borrow from classic D&D and have a 'spell declaration' phase. You have to declare you are casting before the round starts and if you are damaged before your turn you have to make a concentration check to not lose the spell. (Players will know when monsters are casting and can take action to disrupt them). I consider that a more soft discouragement to casting in combat. I don't see the need to add anything to make up for it. Spell casting classes are still very powerful outside of combat and if they have a decent Dex, they can be just as good at a crossbow as any other character. D&D is not only about combat, I don't see any need to balance classes solely by that metric. It is ok that fighter and barbarian are more effective in combat because sometimes spell casters are more effective outside of combat due to their spells and special skills. That is an acceptable balance to me. [/QUOTE]
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Too Much Spellcasting in Your D&D? Just Add a Little Lankhmar!
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