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[+] Ways to fix the caster / non-caster gap
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<blockquote data-quote="Oofta" data-source="post: 9137539" data-attributes="member: 6801845"><p>I don't know exactly why some people hit this issue. It was absolutely a thing in 3.x - at a certain level casters completely dominated the game. So all I can do is describe what I do and what I've seen.</p><p></p><p>In no particular order:</p><ul> <li data-xf-list-type="ul">Don't have a 5 minute work day. I typically have between 4 and 8 encounters (which may not be combat but use up resources) between long rests. I use the alternate rest rules where a short rest is overnight and a long rest is several days, usually a week and has to be in a relatively safe location. I do compensate by saying that any spell that lasts 30 minutes or more has the duration multiplied by 4.</li> <li data-xf-list-type="ul">Limit access to new spells. Other than the 2 spells you learn as a wizard when you level up, I rarely give out spell scrolls as treasure. In addition, I don't give a ton of gold to begin with so purchasing a scroll and scribing it into your spellbook is minimized simply because of the cost.</li> <li data-xf-list-type="ul">I nerf teleport and banishment a bit. This is also related how my campaign world works, but long distance teleport is extremely limited. You can banish summoned monsters as normal to send them back whence they came, but monsters that are not there temporarily are typically just put into a pocket dimension. You don't automatically learn any sigils for Teleportation Circle when you learn the spell.</li> <li data-xf-list-type="ul">Pay attention to what a spell does. A fireball starts unattended items on fire and is probably not a good idea to cast in town unless you're really into urban renewal. A person that was charmed remembers they were charmed. It's a short term gain for a significant long term penalty of creating enemies whenever you use it.</li> <li data-xf-list-type="ul">Enemies don't ignore the caster just because there are fighters in the room. That guy standing in the back is going to be the target of a flanking attack, at least now and then.</li> <li data-xf-list-type="ul">Use spells like Inner Sanctum and Hallow to prevent teleportation and, for Sanctum, scrying. These spells can be made permanent, so they're fairly common in places of power. Yes, they're expensive but so is a castle.</li> <li data-xf-list-type="ul">As a DM set up situations where magic simply isn't the answer, or at least not the only answer.</li> </ul><p>Other than that, I can't think of what I could be doing differently. I'm always conscious of who hasn't had the spotlight lately and trying to ensure that different people get their fair share.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9137539, member: 6801845"] I don't know exactly why some people hit this issue. It was absolutely a thing in 3.x - at a certain level casters completely dominated the game. So all I can do is describe what I do and what I've seen. In no particular order: [LIST] [*]Don't have a 5 minute work day. I typically have between 4 and 8 encounters (which may not be combat but use up resources) between long rests. I use the alternate rest rules where a short rest is overnight and a long rest is several days, usually a week and has to be in a relatively safe location. I do compensate by saying that any spell that lasts 30 minutes or more has the duration multiplied by 4. [*]Limit access to new spells. Other than the 2 spells you learn as a wizard when you level up, I rarely give out spell scrolls as treasure. In addition, I don't give a ton of gold to begin with so purchasing a scroll and scribing it into your spellbook is minimized simply because of the cost. [*]I nerf teleport and banishment a bit. This is also related how my campaign world works, but long distance teleport is extremely limited. You can banish summoned monsters as normal to send them back whence they came, but monsters that are not there temporarily are typically just put into a pocket dimension. You don't automatically learn any sigils for Teleportation Circle when you learn the spell. [*]Pay attention to what a spell does. A fireball starts unattended items on fire and is probably not a good idea to cast in town unless you're really into urban renewal. A person that was charmed remembers they were charmed. It's a short term gain for a significant long term penalty of creating enemies whenever you use it. [*]Enemies don't ignore the caster just because there are fighters in the room. That guy standing in the back is going to be the target of a flanking attack, at least now and then. [*]Use spells like Inner Sanctum and Hallow to prevent teleportation and, for Sanctum, scrying. These spells can be made permanent, so they're fairly common in places of power. Yes, they're expensive but so is a castle. [*]As a DM set up situations where magic simply isn't the answer, or at least not the only answer. [/LIST] Other than that, I can't think of what I could be doing differently. I'm always conscious of who hasn't had the spotlight lately and trying to ensure that different people get their fair share. [/QUOTE]
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[+] Ways to fix the caster / non-caster gap
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