|
Next: Anyone no some good online dnd software?
|
| Author |
Message |
External

Since: Jun 05, 2007 Posts: 154
|
(Msg. 16) Posted: Tue Dec 02, 2008 6:34 am
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: rec>games>frp>dnd (more info?)
|
|
|
In article <slrngj94uk.soe.keith.davies RemoveThis @kjdavies.org>,
Keith Davies <keith.davies RemoveThis @kjdavies.org> wrote:
<snip>
> I long ago changed it so that the inherent speed hit is only suffered by
> those nonproficient. Those proficient with the armor can still take a
> speed hit because of weight.
Me, I'd prefer to factor the character's strength in there, somewhere,
also. I mean, using 3e rules, a fighter with 20 STR, wearing a chain
shirt and carrying the usual backpack, distance weapon and a two-hander
for melee is still only lightly encumbered (I know; I had to look it up
recently). Why, then, is he/she still limited to a MV of 20?
<snip>
Baird
--
Bumper sticker: "If you can't operate your turn signal,
what makes you think you can drive the rest of the car?" |
|
| Back to top |
|
 |  |
External

Since: Sep 11, 2008 Posts: 149
|
(Msg. 17) Posted: Tue Dec 02, 2008 9:08 am
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Keith Davies wrote:
> LL <Lorenz.Lang RemoveThis @invalid.invalid> wrote:
>
>>Keith Davies wrote:
>>
>>>Hi All,
>>>
>>>I've seen comments before about how the full spellcasters (especially
>>>wizards, druids, and clerics -- the latter two are fullcasters with
>>>*more* stuff) are overpowered at high levels.
>>
>>I agree: Clr and Drd are probably the "best" classes in the game.
>>Wiz is a bit weaker, but still "better" than the others.
>>If we assume a certain value for "best" and "better"...
>
>
> Power and versatility, say.
>
>
>>>I'm prepared to believe
>>>this; fighters, rogues, and monks tend to be the poor cousins once
>>>you get past a certain point (opinions vary as to what point).
>>
>>I believe this too.
>
>
> IMO, noncasters are too weak, casters aren't too strong. The problem
> lies in the difference in ability and effect.
Pathfinder addresses this problem with additional/better abilities for
Ftr, Brb and Rog for example.
>>>What if spellcasters were to be limited to no more than half their
>>>levels in a spellcasting class (half plus one; you can lead off with a
>>>spellcasting class, so you can have a Wiz1, Wiz1/Ftr1, but not a Wiz2)?
>>
>>Or you could just say max. levels in Clr, Drd, Sor, Wiz is 11.
>>Otherwise studying magic (or developing in the case of Sor) would
>>only be possible as a part-time activity, which is counter-intuitive
>>to me.
>
>
> Possibly, though I'm sure people disagree about the cutoff point.
Wiz 11 means one 6th level spell. I like the idea of a capstone spell,
i.e. one spell of the highest spell level at the highest Wiz level.
>>>* it makes encounters unbalanced, because encounters are designed on the
>>> expectation of the higher-level spells!
>>>
>>> (if this makes the spellcasters too weak, what does it do to the
>>> *non*-spellcasters?)
>>
>>If caster classes are restricted to 10th level and don't have
>>6th-9th level spells, monsters should have the same restriction.
>>Applied to supernatural abilities too - SR is another issue.
>
>
> Possibly. Though I like the idea of monsters that *need* nonmagic
> solutions, so this might not be a problem for me.
Some monsters could become the "Be prepared or TPK" kind of problems.
Meaning that the "heroes" have to run away more often,
which some players don't like, because they want to be *real* heroes.
It's changing the play style - if you want that, okay...
>>>* it's dumb that some classes are limited this way and others aren't
>>>
>>> (okay, apply the same rule to all classes -- Ftr10/Bbn10 is allowed,
>>> but Ftr20 and Bbn20 aren't.)
>>
>>Ftr/Brb 10/10 still has high hp and BAB +20...
>
>
> Yep. Which is why I didn't bother with the 'must multiclass' limitation
> for noncasters -- little direct effect. The Ftr10/Bbn10 actually has
> *more* hit points (but same BAB and possibly worse AC).
I assume you have a solution for the strange effects to
saves and less than full BAB... fractionals, I guess?
>>>Thoughts, questions, comments?
>>
>>While it's true that Clr, Drd and Wiz are "powerful",
>>not everybody likes to play them.
>
> I like playing clerics, but that's mostly because I like playing
> clerics. I usually gimp myself in some fashion or another (my cleric of
> Kord has levels in Barbarian and refuses to wear heavy armor because
> it's for wimps).
My Clrs don't get heavy armor in the first place,
they have to pick the right domain.
>>Many players don't like to be told what to do by some god,
>>they don't want to be tree-huggers or weaklings who are
>>a dead duck without their spellbook.
>>Some players want to be able to survive a barroom brawl
>>at level 1 ...
>>
>>I thought about something else lately:
>>
>>1. spell DC depends on caster level instead of spell's level
>
>
> Possibly; tussock's suggested dumping spell level from save DC and make
> it a flat casterlevel/3.
Nice idea. IMO it's easier to to make spell casting equal to
spell-like and supernatural powers, i.e. CL/2.
The saves should be a bit better with both these solutions IMO.
>>2. saving throw progression becomes better (good becomes +17,
>> poor becomes +10 at 20th level)
>
> What are the formulae here, please? I've got a 'medium' save that's
> equal to 1+level/2.5 (+9 at 20th level), I can see 3+level/1.5 (which
> would be +16 at 20th level).
Good = 2 + level*0,75
Medium = 1 + level*0,625
Poor = 0 + level*0,5
I think about using just classlevel*x and give racial boni
at first level. PCs receive the fractions too and if these add
up to "1" their total save goes up (same for BAB). Remaining
fractions are ignored.
Two levels in diff. classes with a good save should give +3.
Two levels in diff. classes with a poor save should give +1 IMO.
LL |
|
| Back to top |
|
 |  |
External

Since: May 30, 2008 Posts: 366
|
(Msg. 18) Posted: Tue Dec 02, 2008 10:14 am
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Tue, 02 Dec 2008 00:12:37 -0500, David Alex Lamb
<dalamb.TakeThisOut@cs.queensu.ca> wrote:
>Keith Davies wrote:
>> Now, this could be a reasonable mitigation factor. Reduce the maximum
>> caster class level (limiting spell access) but allow the caster to use
>> his full character level for effect -- possibly removing the caster
>> level cap on the spell effects.
>
>I'd rather have different classes give different plusses to spellcaster
>level, like different classes give different plusses (BAB) to fighting.
> So non-caster classes add +.5 (like wizard BAB), casters of the other
>type (divine vs arcane) give +3/4, and casters of the same kind give +1.
I rather like the idea of giving combatant classes 'spell slot'-like
abilities at higher levels. Give the fighter supernatural combat
abilities in a similar format to either sorcerers of wizards at higher
levels. I haven't tried to put more concrete framing around this, but
it makes sense to me that in a highly magical world, high level rogues
and fighters and such would have supernatural type abilities that go
beyond mortal abilities and that these would be limited in number of
times per day in a similar way to those of spell casters. I'd make
them more inward focused, and allow them to be invoked without attacks
of opportunity (this feels a bit like 4e stuff, but without the issues
of 4e).
I'd probably setup the rogue abilities like those of a wizard with the
rogue preparing his mojo once per day while handling fighter abilities
on a more impromptu manner like those of a sorcerer.
As I said above, this is a bit unformed as I haven't tried to add in
any crunch to it, but it feels like something that would both even up
the melee/caster imbalances and possibly help to enhance the high
powered fantasy feel of the game at higher levels.
--
Kyle Wilson
email: kylewilson.TakeThisOut@wilson.mv.com |
|
| Back to top |
|
 |  |
External

Since: Jun 19, 2007 Posts: 290
|
(Msg. 19) Posted: Tue Dec 02, 2008 1:33 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Kyle Wilson wrote:
> I rather like the idea of giving combatant classes 'spell slot'-like
> abilities at higher levels. Give the fighter supernatural combat
> abilities in a similar format to either sorcerers of wizards at higher
> levels.
What a neat Idea, especially as some people already characterize the
Tome of Battle as "spells for fighters". |
|
| Back to top |
|
 |  |
External

Since: May 30, 2008 Posts: 366
|
(Msg. 20) Posted: Tue Dec 02, 2008 1:46 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Tue, 02 Dec 2008 13:33:50 -0500, David Alex Lamb
<dalamb RemoveThis @cs.queensu.ca> wrote:
>Kyle Wilson wrote:
>> I rather like the idea of giving combatant classes 'spell slot'-like
>> abilities at higher levels. Give the fighter supernatural combat
>> abilities in a similar format to either sorcerers of wizards at higher
>> levels.
>
>What a neat Idea, especially as some people already characterize the
>Tome of Battle as "spells for fighters".
It could provide the core non-caster classes (rogue, fighter, monk and
possibly ranger, barbarian and paladin) with some much needed high
level crunch without the severe 'flavor changes' that the book of nine
swords brings in (and without the change to a different game that 4e
represents). The trick here would be to come up with reasonably
balanced numbers of slots and 'spell lists' for the classes.
--
Kyle Wilson
email: kylewilson RemoveThis @wilson.mv.com |
|
| Back to top |
|
 |  |
External

Since: Jun 06, 2005 Posts: 3643
|
(Msg. 21) Posted: Tue Dec 02, 2008 1:46 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Baird Stafford <baird.RemoveThis@newstaff.com> wrote:
> In article <slrngj94uk.soe.keith.davies.RemoveThis@kjdavies.org>,
> Keith Davies <keith.davies.RemoveThis@kjdavies.org> wrote:
>
><snip>
>
>> I long ago changed it so that the inherent speed hit is only suffered
>> by those nonproficient. Those proficient with the armor can still
>> take a speed hit because of weight.
>
> Me, I'd prefer to factor the character's strength in there, somewhere,
> also. I mean, using 3e rules, a fighter with 20 STR, wearing a chain
> shirt and carrying the usual backpack, distance weapon and a two-hander
> for melee is still only lightly encumbered (I know; I had to look it up
> recently). Why, then, is he/she still limited to a MV of 20?
IMC, he wouldn't be. As I said, if you're proficient your speed isn't
inherently limited, only by weight. If you're strong enough you can
move full normal speed in full plate.
If you're not strong enough (such as my current character, Str 5
Sorcerer) you will still be slowed by light armor, if it weighs too
much. He wears a light robe and a cloak (with /endure elements/, his
clothes are *drafty*) and doesn't carry a weapon because his light load
limit is only 15 pounds.
Keith
--
Keith Davies You know you're working too much when you
keith.davies.RemoveThis@kjdavies.org receive spam with
keith.davies.RemoveThis@gmail.com "Subject: Erection issues resolved!"
http://www.kjdavies.org/ and you go looking for the trouble ticket. |
|
| Back to top |
|
 |  |
External

Since: Sep 11, 2008 Posts: 149
|
(Msg. 22) Posted: Tue Dec 02, 2008 3:31 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Keith Davies wrote:
> Baird Stafford <baird.TakeThisOut@newstaff.com> wrote:
>
>>In article <slrngj94uk.soe.keith.davies.TakeThisOut@kjdavies.org>,
>> Keith Davies <keith.davies.TakeThisOut@kjdavies.org> wrote:
>>
>><snip>
>>
>>>I long ago changed it so that the inherent speed hit is only suffered
>>>by those nonproficient. Those proficient with the armor can still
>>>take a speed hit because of weight.
>>
>>Me, I'd prefer to factor the character's strength in there, somewhere,
>>also. I mean, using 3e rules, a fighter with 20 STR, wearing a chain
>>shirt and carrying the usual backpack, distance weapon and a two-hander
>>for melee is still only lightly encumbered (I know; I had to look it up
>>recently). Why, then, is he/she still limited to a MV of 20?
>
>
> IMC, he wouldn't be. As I said, if you're proficient your speed isn't
> inherently limited, only by weight. If you're strong enough you can
> move full normal speed in full plate.
>
> If you're not strong enough (such as my current character, Str 5
> Sorcerer) you will still be slowed by light armor, if it weighs too
> much. He wears a light robe and a cloak (with /endure elements/, his
> clothes are *drafty*) and doesn't carry a weapon because his light load
> limit is only 15 pounds.
I'd just hire carriers for my sedan chair +1.
LL |
|
| Back to top |
|
 |  |
External

Since: Apr 17, 2007 Posts: 351
|
(Msg. 23) Posted: Tue Dec 02, 2008 5:27 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Dec 1, 8:48 pm, Keith Davies <keith.dav... DeleteThis @kjdavies.org> wrote:
> Hadsil <forum... DeleteThis @netzero.com> wrote:
> > Personally, I have no problem with the power of spellcasters at higher
> > level so nothing needs to be changed for me. However, obviously some
> > people do.
>
> > If the problem is they just don't like PCs being "powerful", then I
> > want nothing to do with them. I find it not to be a sin for a PC to
> > be "powerful", and they should get over themselves.
>
> This is me, do you think *I* have a problem with it? Understanding
> things from a tiered perspective (Justin's 1-5, 6-10, 11-15, 16-20,
> option, and my 1-4, 5-8, 9-12, 13-16, 17-20 option both work) makes it
> pretty clear that high-level characters clearly should kick copious ass.
> Keith
No, I don't, and didn't get that impression about you from your
original post. We haven't agreed on everything about D&D, but I know
you are fair and not disagreeable on the differences.
Pro-player biased I am, I do not consider you an "Anti-Player"
Gerald Katz |
|
| Back to top |
|
 |  |
External

Since: Apr 17, 2007 Posts: 351
|
(Msg. 24) Posted: Tue Dec 02, 2008 5:44 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Dec 1, 8:48 pm, Keith Davies <keith.dav....RemoveThis@kjdavies.org> wrote:
> Hadsil <forum....RemoveThis@netzero.com> wrote:
>
> > Why must everyone be miserable instead of everyone being awesome?
> > What is it about non-spellcasters that bother you? A personal pet
> > peeve is the suckiness of heavy armor. Simple - get rid of the speed
> > penalty. A person trained in wearing heavy armor should be able to
> > move normally while wearing it. Apply the speed penalty only to those
> > not proficient in medium/heavy armor.
>
> I long ago changed it so that the inherent speed hit is only suffered by
> those nonproficient. Those proficient with the armor can still take a
> speed hit because of weight.
>
Where do think I got the idea?
> > Improve the skill points and class skills of Fighter. There are
> > plenty of feat combos for good stuff as long as you aren't pigheaded
> > in sticking with Core, but if you really want to give the Fighter a
> > bonus feat every level, fine.
>
> Possibly, but to my mind the problem here is more a dearth of good
> high-level feats, than insufficient number of feats.
>
Point. PHB II attempted to fix that, perhaps not perfectly but an
appreciable attempt. The strength in feats, though, is stacking where
as using a combination of stuff leads to awesomeness. Use Robilar's
Gambit to get an AoO. Use your AoO to trip. How nice you have
Improved Trip for a +4 bonus to the attempt and still get to attack
your opponent when he's prone. Attacking a prone opponent gives you
+4 to hit. Convert that +4 to hit into +8 damage with Power Attack.
All of this, and it's not even your turn! The problem is, there is no
guide to help direct a potential player to all these juicy combos.
You have to find them yourself where as a particular spell has it all
explained to you exactly what it does, and that's all you need.
> > Personal bias, consider using Tome of Battle as your warrior base.
>
> Absolutely. My biggest beef with Bo9S is that it finished marginalizing
> fighters, though my initial vocal one was that the powers didn't seem
> reasonable *in form* for low-level characters -- my sword catches fire
> when I use it simply because I'm *that* *damn* *good*... at first level.
> That didn't seem right to me, even though I was fine with the net effect
> (+d6 bonus damage).
>
You're fine with the effect but getting upset over the flavor text?
This is an example of "fighters don't deserve nice things" thinking.
You're okay with 1st level wizards putting several people asleep or
unconscious with Sleep or Color Spray. The +1d6 fire damage is
raising warriors closer to that level, i.e. raise the power of non-
spellcasters so that everyone is awesome as opposed to weakening
spellcasters so that everyone is miserable.
>
> Keith
Gerald Katz |
|
| Back to top |
|
 |  |
External

Since: Jul 07, 2005 Posts: 273
|
(Msg. 25) Posted: Tue Dec 02, 2008 10:48 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Mon, 01 Dec 2008 03:34:20 GMT, Keith Davies
<keith.davies.DeleteThis@kjdavies.org> wrote:
>Hi All,
>
>I've seen comments before about how the full spellcasters (especially
>wizards, druids, and clerics -- the latter two are fullcasters with
>*more* stuff) are overpowered at high levels. I'm prepared to believe
>this; fighters, rogues, and monks tend to be the poor cousins once you
>get past a certain point (opinions vary as to what point).
>
>What if spellcasters were to be limited to no more than half their
>levels in a spellcasting class (half plus one; you can lead off with a
>spellcasting class, so you can have a Wiz1, Wiz1/Ftr1, but not a Wiz2)?
If I did this (and I'm tempted to...) I'd make the rule "no more than
half your levels plus one in any *one* spellcasting class" - I'd allow
wizard/cleric, cleric/druid, wizard/sorcerer etc. Such characters
would have lots of spells, but not the (overpowered) high-level
spells. At least not until after level 20.
Another variant I'm considering is requiring spellcasters to
multiclass after level 6 (or possibly level  . The rule would then be
"no more than half your level plus *3* in one spellcaster class."
Again, I would allow multiclassing between two different spellcaster
classes.
--
Erol K. Bayburt
ErolB1.DeleteThis@comcast.net |
|
| Back to top |
|
 |  |
External

Since: Jul 07, 2005 Posts: 273
|
(Msg. 26) Posted: Tue Dec 02, 2008 10:48 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Tue, 02 Dec 2008 01:58:51 GMT, Keith Davies
<keith.davies RemoveThis @kjdavies.org> wrote:
>Allen Wessels <awessels RemoveThis @EXPUNGEpacbell.net> wrote:
>> In article <slrngj6mps.t56.keith.davies RemoveThis @kjdavies.org>,
>> Keith Davies <keith.davies RemoveThis @kjdavies.org> wrote:
>>>
>>> Thoughts, questions, comments?
>>
>> High level magic is fun. If you need to balance the classes, pump the
>> fighters.
>
>Responded several times now, that's my preferred approach, but I thought
>I'd look into the other option here.
One way to "pump the fighters" is to allow normal, non-epic
progressions into levels 20-30 or so. If 8th level spells are delayed
until the caster characters reach 25th level due to forced
multiclassing (instead of being available at level 15), then their
fighter comrades will also be 25th level - and thus pumped up by 10
extra levels worth of fighter-stuff.
--
Erol K. Bayburt
ErolB1 RemoveThis @comcast.net |
|
| Back to top |
|
 |  |
External

Since: Jun 24, 2008 Posts: 279
|
(Msg. 27) Posted: Wed Dec 03, 2008 8:22 am
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Erol K. Bayburt wrote:
> On Tue, 02 Dec 2008 01:58:51 GMT, Keith Davies
> <keith.davies RemoveThis @kjdavies.org> wrote:
>
>> Allen Wessels <awessels RemoveThis @EXPUNGEpacbell.net> wrote:
>>> In article <slrngj6mps.t56.keith.davies RemoveThis @kjdavies.org>,
>>> Keith Davies <keith.davies RemoveThis @kjdavies.org> wrote:
>>>> Thoughts, questions, comments?
>>> High level magic is fun. If you need to balance the classes, pump the
>>> fighters.
>> Responded several times now, that's my preferred approach, but I thought
>> I'd look into the other option here.
>
> One way to "pump the fighters" is to allow normal, non-epic
> progressions into levels 20-30 or so.
The way *I* tend to do it is to allow them at higher levels to start
getting extended feat progressions that accord with the fighter's
beliefs, faith, etc. For instance, Camillus (currently 16th level) is a
fighter raised in the gladiatorial/Greco-Roman traditions of Aegeia,
ruled by the mortal incarnation of the goddess Athena. While he had no
talent for achieving the superhuman capabilities of the god-warriors
called the Saints, he still trained with many such candidates and was
one of the favored mortal aides of one of the Saints. As such, he was
given (as a feat) the ability to literally "cut apart" magic. Damaging
spells sent at him he gets a chance to attack and cut down or even
completely eliminate.
--
Sea Wasp
/^\
;;;
Live Journal: http://seawasp.livejournal.com |
|
| Back to top |
|
 |  |
External

Since: Jun 19, 2007 Posts: 290
|
(Msg. 28) Posted: Wed Dec 03, 2008 1:10 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Erol K. Bayburt wrote:
> I think that non-magical abilities ought to be allowed to be awesome
> without having to become magical or pseudo-magical to do so. No "magic
> is trumps." No "if it's awesome, it must be magic; if it's not magic,
> it can't be awesome." Just allow characters to be That Damn Good
> without reflexively sprinkling magic flavor dust over their abilities.
So, maybe Conan isn't just high level; he's from an alternative D20 that
has a bunch of extra fighter/rogue benefits? |
|
| Back to top |
|
 |  |
External

Since: Jun 06, 2005 Posts: 3643
|
(Msg. 29) Posted: Mon Dec 08, 2008 9:45 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Erol K Bayburt <ErolB1 RemoveThis @comcast.net> wrote:
> On Mon, 01 Dec 2008 03:34:20 GMT, Keith Davies
><keith.davies RemoveThis @kjdavies.org> wrote:
>
>>Hi All,
>>
>>I've seen comments before about how the full spellcasters (especially
>>wizards, druids, and clerics -- the latter two are fullcasters with
>>*more* stuff) are overpowered at high levels. I'm prepared to believe
>>this; fighters, rogues, and monks tend to be the poor cousins once you
>>get past a certain point (opinions vary as to what point).
>>
>>What if spellcasters were to be limited to no more than half their
>>levels in a spellcasting class (half plus one; you can lead off with a
>>spellcasting class, so you can have a Wiz1, Wiz1/Ftr1, but not a Wiz2)?
>
> If I did this (and I'm tempted to...) I'd make the rule "no more than
> half your levels plus one in any *one* spellcasting class" - I'd allow
> wizard/cleric, cleric/druid, wizard/sorcerer etc. Such characters
> would have lots of spells, but not the (overpowered) high-level
> spells. At least not until after level 20.
This is what I was trying to describe, yes. Clr/Wiz is fine -- lots of
mojo, but not as big.
I don't think you'd be able to have Clr11/Wiz9 under the model I was
describing, even though read strictly it would be allowed ('half plus
one'). I had intended "no more than half, except on odd-numbered
character levels". Clr10/Wiz9 is okay (odd character level), Clr11/Wiz9
isn't (even character level, you have to take something else).
As in another response, my *preference* is to try to boost everyone
else. However, I do like the flavor of this approach, you'll actually
get 'different kinds' of casters. Roguey casters, fightery casters...
Priest of Kord? Cleric/Barbarian.
Priest of Boccob? Cleric/Wizard (interesting point -- cleric level and
wizard level stack for spell completion items; followers of Boccob
probably would be the best scroll users).
War-Wizard? Wizard/Fighter.
and so on.
Keith
--
Keith Davies You know you're working too much when you
keith.davies RemoveThis @kjdavies.org receive spam with
keith.davies RemoveThis @gmail.com "Subject: Erection issues resolved!"
http://www.kjdavies.org/ and you go looking for the trouble ticket. |
|
| Back to top |
|
 |  |
External

Since: Jul 07, 2005 Posts: 273
|
(Msg. 30) Posted: Mon Dec 08, 2008 9:45 pm
Post subject: Re: {kjd-exp} Limiting spellcasters [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
On Mon, 08 Dec 2008 21:45:34 +0000, Keith Davies
<keith.davies DeleteThis @kjdavies.org> wrote:
>Erol K Bayburt <ErolB1 DeleteThis @comcast.net> wrote:
>> On Mon, 01 Dec 2008 03:34:20 GMT, Keith Davies
>><keith.davies DeleteThis @kjdavies.org> wrote:
>>>What if spellcasters were to be limited to no more than half their
>>>levels in a spellcasting class (half plus one; you can lead off with a
>>>spellcasting class, so you can have a Wiz1, Wiz1/Ftr1, but not a Wiz2)?
>>
>> If I did this (and I'm tempted to...) I'd make the rule "no more than
>> half your levels plus one in any *one* spellcasting class" - I'd allow
>> wizard/cleric, cleric/druid, wizard/sorcerer etc. Such characters
>> would have lots of spells, but not the (overpowered) high-level
>> spells. At least not until after level 20.
>
>This is what I was trying to describe, yes. Clr/Wiz is fine -- lots of
>mojo, but not as big.
>
>I don't think you'd be able to have Clr11/Wiz9 under the model I was
>describing, even though read strictly it would be allowed ('half plus
>one'). I had intended "no more than half, except on odd-numbered
>character levels". Clr10/Wiz9 is okay (odd character level), Clr11/Wiz9
>isn't (even character level, you have to take something else).
To disallow Clr11/Wiz9, the rule might be "You cannot level up in a
caster class if you already have more than half your levels in that
class." That way a Clr9/Wiz9 could take an additional level of either
cleric or wizard, but a Clr10/Wiz9 couldn't take another level of
cleric.
>
>As in another response, my *preference* is to try to boost everyone
>else. However, I do like the flavor of this approach, you'll actually
>get 'different kinds' of casters. Roguey casters, fightery casters...
>
>Priest of Kord? Cleric/Barbarian.
>Priest of Boccob? Cleric/Wizard (interesting point -- cleric level and
> wizard level stack for spell completion items; followers of Boccob
> probably would be the best scroll users).
>War-Wizard? Wizard/Fighter.
>
>and so on.
That was my thought too.
As for boosting "everyone else," my preference would be the suggestion
I made upthread: Extend non-epic progressions to level 30 or so. That
would work better with a modified "casters must multiclass after level
6" (or level  rule, rather than requiring multiclassing from the
beginning, so that 9th level spells come in at a character level of 28
(or 26).
Thus by the time the casters get their 9th level spells, fighters
would be boosted by an extra 10 levels of fighter-stuff, rogues by an
extra 10 levels of rogue-stuff, and so on. And you could keep the
flavor of "roguey casters, fightery casters" etc. Or a caster might
take a modified or home-brewed "prestige class" that doesn't add "+1
level of spellcasting ability" but instead gives low-level extras for
"lots of mojo but not as big."
--
Erol K. Bayburt
ErolB1 DeleteThis @comcast.net |
|
| Back to top |
|
 |  |
| Related Topics: | {3.5e} Better metamagic for spontaneous spellcasters - For my next campaign, I'm thinking of the following house rule: == If you are a spontaneous spell caster and want to avoid the extra casting time for adding a metamagic feat, you can prepare the feat not for a spell but for a slot of a particular level....
rebalancing full-progression spellcasters against mundanes. - ISTM full-progression spellcasters are far more powerful than other classes, and fighters in particular are especially weak. So, here are some draft house rules to rebalance the two (by weakening casters a bit and strengthening fighters a bunch). ..
I was wondering... - If anyone could post a link or a pdf file for each of the manuals for version 3.5 of AD&D (DM's Guide, Player's Manual, and Monstrous Manual). I know it is probably not legal to have them posted anywhere, but all I currently own are very old versi...
Spells and Magic - Priest Time Sphere - This book adds a new priest sphere, called Time. It then grants this sphere only to the new class introduced in the same book. Fine... Now the odd part.. They add spells up to level 7... but they only grant Monks Minor access to the sphere... and no..
Dragon Mountain - 2nd edition - I am about to embark on converting this pack into 3.5e but was wondering if anyone had already started, and if so, could we combine our efforts. the_gnome |
|
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
|
|