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General Tabletop Discussion
*Dungeons & Dragons
What, if anything, bothers you about certain casters/spells at your table?
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<blockquote data-quote="Baron Opal II" data-source="post: 9266674" data-attributes="member: 6794067"><p>Let's see...</p><p></p><p>We changed cantrips around a bit. <em>Druidcraft, eldritch blast, prestidigitation, </em>and<em> thaumaturgy</em> function as written. All other attack cantrips have their damage capped at 1d4, and the maximum number of cantrips that can be cast per day is Attribute bonus + Proficiency bonus (excepting the above four).</p><p></p><p><em>Counterspell </em>is removed. You can use <em>dispel magic</em> for similar purposes, 50% chance of it working against an equal level spell. Alternatively, you can use the same or opposite spell to counter the opposing magician. <em>Fireball</em> vs<em> ice storm</em>, <em>haste </em>vs <em>slow</em>, <em>web </em>vs <em>web</em>. This works 80% of the time, again adjusted for level.</p><p></p><p><em>Forcecage </em>is right out. <em>Polymorph</em> is split into two spells; standard and curse. Standard allows for humanoids for spying. The curse is for toadification. Curses, which includes several offensive non-damaging spells, must have a condition that allows someone to break the curse on their own. <em>Remove curse</em> works too, naturally.</p><p></p><p>Wizards have guilds where they have access to 12 spells per level. They can learn any spell they want, but if it is not on the list they have to do original research, which takes time and money. Also, one free spell per level, not two. No spell casting in armor unless you're a druid (light) or a cleric (medium). Steel is bad for magic. Druids could wear medium armor if they can find a bronzesmith.</p><p></p><p>I've been thinking about maintaining concentration on a level of spells equal to half the caster's level. A 12th level caster could maintain concentration on 6 levels of spells. Haven't tried that yet, still working on expanding fighter maneuvers.</p><p></p><p>I really appreciate mechanically the differences between wizards and warlocks, although I don't see much point to sorcerers. Swap out spellbooks for metamagic and you're mostly good to go.</p><p></p><p><em>Tiny hut</em> is a magical tent, little more. <em>Magnificent mansion</em> is awesome since it's a 7th level spell.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 9266674, member: 6794067"] Let's see... We changed cantrips around a bit. [I]Druidcraft, eldritch blast, prestidigitation, [/I]and[I] thaumaturgy[/I] function as written. All other attack cantrips have their damage capped at 1d4, and the maximum number of cantrips that can be cast per day is Attribute bonus + Proficiency bonus (excepting the above four). [I]Counterspell [/I]is removed. You can use [I]dispel magic[/I] for similar purposes, 50% chance of it working against an equal level spell. Alternatively, you can use the same or opposite spell to counter the opposing magician. [I]Fireball[/I] vs[I] ice storm[/I], [I]haste [/I]vs [I]slow[/I], [I]web [/I]vs [I]web[/I]. This works 80% of the time, again adjusted for level. [I]Forcecage [/I]is right out. [I]Polymorph[/I] is split into two spells; standard and curse. Standard allows for humanoids for spying. The curse is for toadification. Curses, which includes several offensive non-damaging spells, must have a condition that allows someone to break the curse on their own. [I]Remove curse[/I] works too, naturally. Wizards have guilds where they have access to 12 spells per level. They can learn any spell they want, but if it is not on the list they have to do original research, which takes time and money. Also, one free spell per level, not two. No spell casting in armor unless you're a druid (light) or a cleric (medium). Steel is bad for magic. Druids could wear medium armor if they can find a bronzesmith. I've been thinking about maintaining concentration on a level of spells equal to half the caster's level. A 12th level caster could maintain concentration on 6 levels of spells. Haven't tried that yet, still working on expanding fighter maneuvers. I really appreciate mechanically the differences between wizards and warlocks, although I don't see much point to sorcerers. Swap out spellbooks for metamagic and you're mostly good to go. [I]Tiny hut[/I] is a magical tent, little more. [I]Magnificent mansion[/I] is awesome since it's a 7th level spell. [/QUOTE]
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What, if anything, bothers you about certain casters/spells at your table?
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