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<blockquote data-quote="MagicSN" data-source="post: 7014120" data-attributes="member: 6784745"><p>I see why you do this, we addressed the same problem (though differently) of casters running OOM. The version you did COULD - depending on playstyle - have the problem to weaken Casters if encounters are </p><p>balanced around it (in our group for example we have a Ranger-Barbarian with Strength belt, Beastmaster, he deals LOTS of damage, with 2 Attacks + 1 Beast attack (we houseruled Beastmaster L5 and Extra Attack</p><p>from Barbarian don't stack), d8+16+d8+16+2d4+7 every round, with our houserule frenzy if he uses it - which uses up more rages - even more (70 dmg avg then at lvl 13). If caster only deals half dmg he would feel pretty weak. Of course if you do not have such hyperoptimized characters in group it might work ;-) How we fixed the mana problem? We introduced (though rare, hard to get, people never have many) "Manapotions" restoring 2d4+2 spellpoints (we use the optional spellpoint rule). And especially for Wizards the Ice Claw spell from the Thule Campaign book helped a lot (deals 1d10+4d6 dmg initially, then if you use your action for it 4d6 per round, with restrain if the enemy does not manage the DC, half dmg of the 4d6 on a miss - and the ice claw later - concentration - stays around and you can move it to a new target when the first one is killed, is L3, helps a LOT to be mana/spell slot efficient, though of course no "damage wonder", also helps keeping the wizard out of trouble from the big ogre or such and doing some crowd control^^ The "official" one from Elemental evil (meteors) also plays in the same niche, though it only has a few "usages", minor action throw meteors, full action do a cantrip to save spell slots. all depends of course how many fights per RP/Day. We tend to have not so many, due to being pretty "RP-heavy". And nearly no "Dungeons".</p><p></p><p>I really like your Fighting Styles houserule!</p></blockquote><p></p>
[QUOTE="MagicSN, post: 7014120, member: 6784745"] I see why you do this, we addressed the same problem (though differently) of casters running OOM. The version you did COULD - depending on playstyle - have the problem to weaken Casters if encounters are balanced around it (in our group for example we have a Ranger-Barbarian with Strength belt, Beastmaster, he deals LOTS of damage, with 2 Attacks + 1 Beast attack (we houseruled Beastmaster L5 and Extra Attack from Barbarian don't stack), d8+16+d8+16+2d4+7 every round, with our houserule frenzy if he uses it - which uses up more rages - even more (70 dmg avg then at lvl 13). If caster only deals half dmg he would feel pretty weak. Of course if you do not have such hyperoptimized characters in group it might work ;-) How we fixed the mana problem? We introduced (though rare, hard to get, people never have many) "Manapotions" restoring 2d4+2 spellpoints (we use the optional spellpoint rule). And especially for Wizards the Ice Claw spell from the Thule Campaign book helped a lot (deals 1d10+4d6 dmg initially, then if you use your action for it 4d6 per round, with restrain if the enemy does not manage the DC, half dmg of the 4d6 on a miss - and the ice claw later - concentration - stays around and you can move it to a new target when the first one is killed, is L3, helps a LOT to be mana/spell slot efficient, though of course no "damage wonder", also helps keeping the wizard out of trouble from the big ogre or such and doing some crowd control^^ The "official" one from Elemental evil (meteors) also plays in the same niche, though it only has a few "usages", minor action throw meteors, full action do a cantrip to save spell slots. all depends of course how many fights per RP/Day. We tend to have not so many, due to being pretty "RP-heavy". And nearly no "Dungeons". I really like your Fighting Styles houserule! [/QUOTE]
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