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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Worst 3.5 rule from core books?
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<blockquote data-quote="Jack Simth" data-source="post: 4502128" data-attributes="member: 29252"><p>Heh, yes - when you start getting into numbers where you won't live long enough to count that high, specific numbers stop mattering.</p><p></p><p>Most of the abuse available in Epic spellcasting goes away with one or more of a handful of simple house-rules/DM-enforced guidelines are in play:</p><p>1) Mitigation cannot be used to reduce the Spellcraft DC below X% of the pre-mitigation DC (e.g., 50%, 25%, whatever "feels right"). This lets the Mitigation be useful (you can do more powerful spells), but cuts out the infinitely abusable stuff (you still have to pay Time, XP, GP, and make a spellcraft check to make an Epic spell - which puts a hard cap on what you can do).</p><p>2) Time, GP, and/or XP costs (for the most part, any one of them will handle it) are based on the pre-mitigation Spellcraft DC, not the post-mitigation Spellcraft DC. Again, Mitigation is still useful (it gets a spell down to something you can cast), but most of the abuse vanishes (you still have to pay Time, XP, and/or GP to make an Epic spell - which means you can't afford the exponential growth, above).</p><p>3) There's a cap to the number of ritualists that can be involved in a spell (thus capping how much mitigation you can get from ritualists by the quality of the ritualists, preventing the Exponential Growth listed above). </p><p>4) Something I didn't think of (there's bound to be a lot of things that would do the job that I didn't think of).</p><p></p><p>However, without abuse of rituals (or other mitigation) to some extent, it's really hard to do anything particularly useful with Epic spellcasting.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4502128, member: 29252"] Heh, yes - when you start getting into numbers where you won't live long enough to count that high, specific numbers stop mattering. Most of the abuse available in Epic spellcasting goes away with one or more of a handful of simple house-rules/DM-enforced guidelines are in play: 1) Mitigation cannot be used to reduce the Spellcraft DC below X% of the pre-mitigation DC (e.g., 50%, 25%, whatever "feels right"). This lets the Mitigation be useful (you can do more powerful spells), but cuts out the infinitely abusable stuff (you still have to pay Time, XP, GP, and make a spellcraft check to make an Epic spell - which puts a hard cap on what you can do). 2) Time, GP, and/or XP costs (for the most part, any one of them will handle it) are based on the pre-mitigation Spellcraft DC, not the post-mitigation Spellcraft DC. Again, Mitigation is still useful (it gets a spell down to something you can cast), but most of the abuse vanishes (you still have to pay Time, XP, and/or GP to make an Epic spell - which means you can't afford the exponential growth, above). 3) There's a cap to the number of ritualists that can be involved in a spell (thus capping how much mitigation you can get from ritualists by the quality of the ritualists, preventing the Exponential Growth listed above). 4) Something I didn't think of (there's bound to be a lot of things that would do the job that I didn't think of). However, without abuse of rituals (or other mitigation) to some extent, it's really hard to do anything particularly useful with Epic spellcasting. [/QUOTE]
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