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rebalancing full-progression spellcasters against mundanes.

 
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David Alex Lamb

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Since: Jun 19, 2007
Posts: 290



(Msg. 1) Posted: Sat Jun 14, 2008 3:43 pm
Post subject: rebalancing full-progression spellcasters against mundanes.
Archived from groups: rec>games>frp>dnd (more info?)

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).

Fighters get some additional class abilities:

a. "weapon concentration (once per group of weapons, such as spears vs
axes vs swords vs bows)" at each odd level after first. For each
individual weapon type in which the fighter takes weapon focus and
has a weapon concentration for that class, the fighter
automatically gains the additional feats in the chain when s/he
meets the prerequisites. Other classes must take the feats
individually. Also, double the benefits of each feat, so
Greater Weapon Specialization gives a cumulative +4 to hit and
+8 damage.

b. TWF upgrades automatically in the same way, with the BAB
prerequisites replaced by "fighter level" equivalents one level
lower e.g fighter level 10 instead of BAB 11. For fighters only,
reduce the Dex prerequisites by 2+floor(fighter level/5): thus Dex
19 for Greater TWF (ftr lvl 10) is reduced by 2+10/5=4, or
15. Other classes must take each feat individually with the
original Dex requirements (except rangers, who keep their
exceptions).

c. Combat Expertise, Dodge, Improved Unarmed Strike, Mounted Combat,
Point blank Shot, Power Attack, and Shield Proficiency chains
improve somewhat similarly: every odd fighter level the character
gains one of these feats or any other feat in these chains for
which the s/he has the prerequisites.

d. Improved Armour Proficiency (armour category, that is, light,
medium, or heavy) is a new fighter bonus feat, improving AC
by +1 and reducing armour check penalty each time it's taken
for the specific category of armour.

e. Improved Shield Proficiency is a new fighter bonus feat, requiring
Shield Proficiency, that increases shield AC similarly. It doesn't
apply to animated shields.

I'm considering boosting spellcasters slightly by allowing other classes
to increase caster level. Specifically:
- count each level of the given class for +1
- count each level of another class of the same type of magic (arcane
or divine) as .75
- count each level of a class of the other type at .5
- count each level of a mundane class as .25
Thus a Fighter 4, Wizard 1 would have caster level 2.

Spellcasters are nerfed in the following ways:

1. Clerics can cast spells only from their two chosen domains at first
level. They can take the Extra Domain feat to add another domain,
but can't cast those spells from the domain slot nor do they gain
the granted power unless the added domain is one of their deity's.

2. Clerics can choose one of their initial chosen domains to cast
spontaneously. They can make additional domains spontaneous with
the Spontaneous Domain feat.

3. Wizards and sorcerors gain only two schools, plus Universal, at
first level. They gain additional schools via Extra School feats,
which can be taken regularly every 3 levels or as bonus feats every
level divisible by 5. Note: maybe sorceror's don't get the extra,
since they don't get bonus metamagic or item creation feats every 5
levels, either.

4. Arcane spellcasters are notorious for requiring a single good
ability score, where most others require 2+. I plan/hope to make
revisions (at least for wizards and sorcerors, perhaps others) so
they will have class features that require reasonable values in one
more ability. Possibilities include one of:
i. Dex 10+spell level requirements for spells with somatic
components; eliminated via Still Spell
ii. Even worse, requiring some form of Dex check; this wouldn't
waste the spell if it failed.
iii. Casting spells only via slow rituals, requiring Con, but
possibly allowing for longer duration than standard spells. Or,
requiring some form of "concentration" or "endurance" skill
check for the spell to go off (but not wasting the spell if the
check fails).
iv. For Int-based casters, require Cha 10+spell level for spells
with verbal components, eliminated with Silent Spell -- or
possibly a Perform check for the spell to go off (without
wastage for failure).
v. Casting spells via intervention of outsiders, thus requiring
Cha-based negotiation (at least for spell aquisition, and
possibly also for casting).

5. Save-or-die spells are "save or take big damage" spells instead,
and give half of that for each of two successive saves (in the same
round). Succeeding on the first save removes the need for the
second, and allows any "residual damage" from the spell
description. Failing on the first delivers half the damage and
requires a second save. Failing on the second one delivers the
second half of the damage; succeeding delivers any residual damage
specified in the spell description. Note: for further nerfing
increase the divisor from 2 to 3 or even 4 -- a player is likely to
be willing to do a bit of extra work if the alternative is
character death Wink . The "big damage" number might come from several
possible sources:
a. Relative to the target's hit points: perhaps max HP or even the
max s/he *could* have had with max HD rolls.
b. Relative to the caster, such as his/her raw constitution times
caster level (appropriate for Con-based casters).
c. Some fixed maximum hit points based on spell level.

If requiring multiple rolls is annoying, perhaps introduce a "level
of failure": thus success gives residual damage, failure gives half
damage, and failure by 5 or more gives full damage.
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Erol K. Bayburt

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Since: Jul 07, 2005
Posts: 273



(Msg. 2) Posted: Sat Jun 14, 2008 5:37 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sat, 14 Jun 2008 15:43:08 -0400, David Alex Lamb
<dalamb.DeleteThis@cs.queensu.ca> wrote:

>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).
>

[snip]

Your changes may help some, but ISTM that the big problem is that high
level spells are enormously powerful. The shoehorning required to let
17th level casters cast 9th level spells sends distortions throughout
the system. One result is that non-casters have to be either massively
upgunned, or kitted out with many powerful magic items, or both. And
they still end up outclassed by the spellcasters.

It also causes problems with magic users having to be magic misers at
low levels: A wizard who has used up his spells is basically a
commoner, with all the uselessness that that implies.

My own preference would be to stretch out the spellcasting
progression, somehow. The current ninth level spells should first
become available somewhere around levels 28-34, with the other spells
of 4+ level likewise being delayed, but with spellcasters being given
lower-powered but more frequently usable abilities to compensate. (4e
tries to do something along these lines, but IMHO the implementation
is botched.)

I'd also like to see more defenses against magic - *other* than the
typical splatbook "this new higher-level spell will defend against
certain types of lower-level spells." Things like See Invisible, or
Invisibility Purge should be both lower level and longer lasting than
Invisibility itself. In general, defenses vs magic should be cheaper
(lower level, longer lasting) than spells used offensively.

One house rule I wrote for a game that never got off the ground was to
make higher level spells more "brittle" - the DC to dispell them is
easier (14 + opposing caster level - spell level; vs the RAW 10 +
opposing caster level). Also, it was possible to create limited
antimagic areas where lower-level spells would work normally but
higher level spells wouldn't.

One thing you might do is give SR to fighters at higher level.

Another relatively "small" change might be to increase the casting
time for spells across the board. I suspect that it was a mistake to
have the default casting time in 3.x be a standard action. Making the
casting of most spells into a full-round action would help weaken
spellcasters. You could even harken back to the old days and make
higher-level spells take multiple rounds to cast. ("Mine eyes have
seen the glory of the umteenth level mage/His spells are so high-level
that their casting takes an age...")
--
Erol K. Bayburt
ErolB1.DeleteThis@comcast.net
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David Alex Lamb

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Since: Jun 19, 2007
Posts: 290



(Msg. 3) Posted: Sun Jun 15, 2008 9:08 am
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Erol K. Bayburt wrote:
> On Sat, 14 Jun 2008 15:43:08 -0400, David Alex Lamb
> <dalamb RemoveThis @cs.queensu.ca> wrote:
>
>> 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).
>
> Your changes may help some, but ISTM that the big problem is that high
> level spells are enormously powerful

So, kind of like a $500 gift certificate for a Ferrari? Nice to have,
but nowhere near enough?

>... The shoehorning required to let
> 17th level casters cast 9th level spells sends distortions throughout
> the system. One result is that non-casters have to be either massively
> upgunned, or kitted out with many powerful magic items, or both. And
> they still end up outclassed by the spellcasters.

> It also causes problems with magic users having to be magic misers at
> low levels: A wizard who has used up his spells is basically a
> commoner, with all the uselessness that that implies.

Many-more-per-day of spells that don't directly win the encounter might
be nice, but no freebie Magic Missiles IMC! Not sure what direction to
go with this. There were a few splatbook feats that gave a few 0-level
spells 'at will' but ISTM they were fairly weak feats -- though giving
ALL cantrips as "at will" seems to me to be going too far. At-will
Resistance is far too powerful; at-will Read Magic almost seems like it
ought to be a standard Wizard ability.

> My own preference would be to stretch out the spellcasting
> progression, somehow. The current ninth level spells should first
> become available somewhere around levels 28-34, with the other spells
> of 4+ level likewise being delayed, but with spellcasters being given
> lower-powered but more frequently usable abilities to compensate. (4e
> tries to do something along these lines, but IMHO the implementation
> is botched.)

Hmm. Well, the least-affecting but numerically regular stretching out
of the spell progression I can see is spell level upgrades at 3, 4, 7,
.... So that a level n wizard spell requires class level 3(n-1)+1
(equivalently, 3n-2) instead of the current 2n-1. That would mean 7th
level spells at class level 19 (presumably 20 for sorcerors), 9th level
at 24.

If you want 9th at levels 28-34, then something like 4n-3 might work:
9th level at 33, but 5th at 18. An alternative stretching out might be
quadratic: level n takes n levels after n-1. Thus 1, 3, 6, 10, 15, 21,
28, 36, 45. Or fibonnaci-like (sum of 2 previous levels): 1, 3, 4, 7,
11, 18, 29, 47, 76. All these are too harsh, I suppose.
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Erol K. Bayburt

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Since: Jul 07, 2005
Posts: 273



(Msg. 4) Posted: Sun Jun 15, 2008 10:50 am
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sun, 15 Jun 2008 09:08:48 -0400, David Alex Lamb
<dalamb RemoveThis @cs.queensu.ca> wrote:

>Erol K. Bayburt wrote:
>> On Sat, 14 Jun 2008 15:43:08 -0400, David Alex Lamb
>> <dalamb RemoveThis @cs.queensu.ca> wrote:
>>
>>> 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).
>>
>> Your changes may help some, but ISTM that the big problem is that high
>> level spells are enormously powerful
>
>So, kind of like a $500 gift certificate for a Ferrari? Nice to have,
>but nowhere near enough?

Sort of. My reasoning is that trying to ramp up the abilities of
non-spellcasters at the same steep rate that casters get will cause
it's own problems, while trying to weaken high-level casters while
still leaving them their high level spells will create (more) problems
with low level casters being too weak. ("More" because low level
spellcasters already do tend to be weak compared to low level
fighters. Maybe less so in 3e than in earlier editions, but still.)

>
> >... The shoehorning required to let
>> 17th level casters cast 9th level spells sends distortions throughout
>> the system. One result is that non-casters have to be either massively
>> upgunned, or kitted out with many powerful magic items, or both. And
>> they still end up outclassed by the spellcasters.
>
>> It also causes problems with magic users having to be magic misers at
>> low levels: A wizard who has used up his spells is basically a
>> commoner, with all the uselessness that that implies.
>
>Many-more-per-day of spells that don't directly win the encounter might
>be nice, but no freebie Magic Missiles IMC! Not sure what direction to
>go with this. There were a few splatbook feats that gave a few 0-level
>spells 'at will' but ISTM they were fairly weak feats -- though giving
>ALL cantrips as "at will" seems to me to be going too far. At-will
>Resistance is far too powerful; at-will Read Magic almost seems like it
>ought to be a standard Wizard ability.

My own "all (prepared or known) cantrips at will" has the limit that
each casting has to be after the previous one has expired, other than
for spells that produce a premanent effect (*arcane mark*). Recasting
a cantrip will cancel a previous one, even if it isn't (D) otherwise,
and I've made some other changes in some of the cantrips (*dancing
lights* now has a duration of (C)). So if you've prepared *light* you
can have a magical light available at any time - just not two at once.
But I take your point that at-will magic mojo does have to be looked
at carefully: "How powerful is this spell" isn't the same as "how
powerful would this spell be, if usable at will" even if you allow
only one casting to be active at a time.


>
>> My own preference would be to stretch out the spellcasting
>> progression, somehow. The current ninth level spells should first
>> become available somewhere around levels 28-34, with the other spells
>> of 4+ level likewise being delayed, but with spellcasters being given
>> lower-powered but more frequently usable abilities to compensate. (4e
>> tries to do something along these lines, but IMHO the implementation
>> is botched.)
>
>Hmm. Well, the least-affecting but numerically regular stretching out
>of the spell progression I can see is spell level upgrades at 3, 4, 7,
>... So that a level n wizard spell requires class level 3(n-1)+1
>(equivalently, 3n-2) instead of the current 2n-1. That would mean 7th
>level spells at class level 19 (presumably 20 for sorcerors), 9th level
>at 24.
>
>If you want 9th at levels 28-34, then something like 4n-3 might work:
>9th level at 33, but 5th at 18.

That's pretty much the standard of the frequently discussed "must
alternate caster-class levels with levels in another class"
modification. If I ran a campaign like that, I'd allow alternating two
caster classes. So a magic-heavy character might alternate cleric &
wizard, or even sorcerer and wizard.

>An alternative stretching out might be
>quadratic: level n takes n levels after n-1. Thus 1, 3, 6, 10, 15, 21,
>28, 36, 45. Or fibonnaci-like (sum of 2 previous levels): 1, 3, 4, 7,
>11, 18, 29, 47, 76. All these are too harsh, I suppose.

These last two are too harsh, IMO. Maybe quadratic up to 10 and then
+4 levels for the rest: 1, 3, 6, 10, 14, 18, 22, 26, 30. Or up to 15
and then +5 levels for the rest: 1, 3, 6, 10, 15, 20, 25, 30, 35.
--
Erol K. Bayburt
ErolB1 RemoveThis @comcast.net
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Bradd W. Szonye

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Since: Aug 18, 2005
Posts: 1242



(Msg. 5) Posted: Sun Jun 15, 2008 1:50 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

David Alex Lamb <dalamb.RemoveThis@cs.queensu.ca> wrote:
> Many-more-per-day of spells that don't directly win the encounter might
> be nice, but no freebie Magic Missiles IMC!

Why not? I mean, magic missile itself might be a bit much, seeing as how
it's a killer attack spell, but what's the harm in having a more modest
magical attack available all the time?
--
Bradd W. Szonye
http://www.szonye.com/bradd
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Hadsil

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Since: Apr 17, 2007
Posts: 351



(Msg. 6) Posted: Sun Jun 15, 2008 6:03 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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The problem is not how many spells a spellcaster has, how long he
takes to cast, or how soon he gets new spell levels. The problem, if
there is a problem, is in the specific spells for which you are having
a problem. Fix those spells, leave everything else alone, and your
problem is solved.

Gerald Katz
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Hadsil

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Since: Apr 17, 2007
Posts: 351



(Msg. 7) Posted: Sun Jun 15, 2008 9:24 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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On Jun 15, 10:16 pm, David Alex Lamb <dal... DeleteThis @cs.queensu.ca> wrote:
> Hadsil wrote:
> > The problem is not how many spells a spellcaster has, how long he
> > takes to cast, or how soon he gets new spell levels.  The problem, if
> > there is a problem, is in the specific spells for which you are having
> > a problem.  Fix those spells, leave everything else alone, and your
> > problem is solved.
>
> I suppose that could be true, but somehow fiddling with the mechanics
> seemed easier than reviewing every single spell, especially if one
> misses some abusive effects first time around and wind up banning in play.
>
>  From "if there is a problem": does this mean you don't see one?  As I
> think I've said before elsewhere, I don't play enough at high levels to
> have formulated a strong opinion based on my own direct experience, but
> I've certainly seen a lot of complaints that full-progression
> spellcasters are far more powerful than other classes at high levels
> (say, 15+).  So, do you believe that's true?  and, if so, why isn't it a
> problem?

I don't see a problem with generic play. I do see how it's possible
to game the system, but it's always the same spells that do it such as
Polymorph, Wraithstrike, and Celerity. No one says "OMG nerf the
wizard!" because he casted Fireball or Mislead.

You're willing to do all that work to nerf spellcasters but not so
willing just to look over the spells and determine what's really
giving you trouble? Keep in mind that player characters, even the
spellcasters, are entitled to be "powerful". Separate what's merely
powerful from "makes the game unplayable because you win D&D".

Gerald Katz
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David Alex Lamb

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Since: Jun 19, 2007
Posts: 290



(Msg. 8) Posted: Sun Jun 15, 2008 10:16 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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Hadsil wrote:
> The problem is not how many spells a spellcaster has, how long he
> takes to cast, or how soon he gets new spell levels. The problem, if
> there is a problem, is in the specific spells for which you are having
> a problem. Fix those spells, leave everything else alone, and your
> problem is solved.

I suppose that could be true, but somehow fiddling with the mechanics
seemed easier than reviewing every single spell, especially if one
misses some abusive effects first time around and wind up banning in play.

From "if there is a problem": does this mean you don't see one? As I
think I've said before elsewhere, I don't play enough at high levels to
have formulated a strong opinion based on my own direct experience, but
I've certainly seen a lot of complaints that full-progression
spellcasters are far more powerful than other classes at high levels
(say, 15+). So, do you believe that's true? and, if so, why isn't it a
problem?
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Allen Wessels

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Since: Jul 11, 2005
Posts: 782



(Msg. 9) Posted: Sun Jun 15, 2008 10:16 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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In article <x2k5k.5174$Mc.3998@read1.cgocable.net>,
David Alex Lamb <dalamb.RemoveThis@cs.queensu.ca> wrote:

> From "if there is a problem": does this mean you don't see one? As I
> think I've said before elsewhere, I don't play enough at high levels to
> have formulated a strong opinion based on my own direct experience, but
> I've certainly seen a lot of complaints that full-progression
> spellcasters are far more powerful than other classes at high levels
> (say, 15+). So, do you believe that's true? and, if so, why isn't it a
> problem?

Certainly the top end abilities are more powerful. But casters tend to
be glass canons. And offense is flashy. So people remember that the
mage did something fancy in one combat and basically ignore the fact
that the fighter is dealing damage as often as he can swing his arm and
shrugging off attacks that would floor the caster.

Step one is to identify what it is that people are identifying as
"power".

- Allen
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Peter Knutsen

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Since: Sep 27, 2006
Posts: 1150



(Msg. 10) Posted: Sun Jun 15, 2008 10:37 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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Bradd W. Szonye wrote:
> David Alex Lamb <dalamb.RemoveThis@cs.queensu.ca> wrote:
>>Many-more-per-day of spells that don't directly win the encounter might
>>be nice, but no freebie Magic Missiles IMC!
>
> Why not? I mean, magic missile itself might be a bit much, seeing as how
> it's a killer attack spell, but what's the harm in having a more modest
> magical attack available all the time?

I agree. Just take away the ability to automatically hit, and the
ability to hit many, many targets at high level (maybe two targets at
11th+, three at 21st+), and probably also require the damage to be of a
resistable elemental "flavour", e.g. fire or frost (as chosen by the
character when he first learns the spell), instead of unresistable force.

Apply all those fixes, and it wouldn't be a problem at all. Apply any
two of them, and it probably would still work quite well.

--
Peter Knutsen
sagatafl.org
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Kyle Wilson

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Since: May 30, 2008
Posts: 366



(Msg. 11) Posted: Sun Jun 15, 2008 10:37 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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On Sun, 15 Jun 2008 22:37:50 +0200, Peter Knutsen
<peter.DeleteThis@sagatafl.invalid> wrote:

>Bradd W. Szonye wrote:
>> David Alex Lamb <dalamb.DeleteThis@cs.queensu.ca> wrote:
>>>Many-more-per-day of spells that don't directly win the encounter might
>>>be nice, but no freebie Magic Missiles IMC!
>>
>> Why not? I mean, magic missile itself might be a bit much, seeing as how
>> it's a killer attack spell, but what's the harm in having a more modest
>> magical attack available all the time?
>
>I agree. Just take away the ability to automatically hit, and the
>ability to hit many, many targets at high level (maybe two targets at
>11th+, three at 21st+), and probably also require the damage to be of a
>resistable elemental "flavour", e.g. fire or frost (as chosen by the
>character when he first learns the spell), instead of unresistable force.
>
>Apply all those fixes, and it wouldn't be a problem at all. Apply any
>two of them, and it probably would still work quite well.

Unfortunately, it also then seems nearly indistinguishable from the
ubiquitous crossbow. After the game-day session, that was one of the
stronger impressions that I came away with. The new MM felt exactly
like the old crossbow. It was my wizard's default weapon, it didn't
really do enough damage to make a difference and it missed often
enough to be noticeable.
--

Kyle Wilson
email: kylewilson.DeleteThis@wilson.mv.com
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Peter Knutsen

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Since: Sep 27, 2006
Posts: 1150



(Msg. 12) Posted: Sun Jun 15, 2008 10:46 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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Erol K. Bayburt wrote:
> [snip]
> Your changes may help some, but ISTM that the big problem is that high
> level spells are enormously powerful. The shoehorning required to let
> 17th level casters cast 9th level spells sends distortions throughout
> the system. One result is that non-casters have to be either massively
> upgunned, or kitted out with many powerful magic items, or both. And
> they still end up outclassed by the spellcasters.
>
> It also causes problems with magic users having to be magic misers at
> low levels: A wizard who has used up his spells is basically a
> commoner, with all the uselessness that that implies.
>
> My own preference would be to stretch out the spellcasting
> progression, somehow. The current ninth level spells should first
> become available somewhere around levels 28-34, with the other spells
> of 4+ level likewise being delayed, but with spellcasters being given

Yes, that might work. I don't like the idea of playing a low-level
spellcaster in 3.0/3.5 much, but if they were given a few more 1st level
spells, at 1st character level, and maybe also a single 2nd level spell
from the get go, it would probably be quite tolerable one if higher
level spells were delayed as per your plan.

It has always seemed to me that AD&D rewarded the *wrong* kind of
player, the player who was willing to suffer the pain and humiliation of
having a woefully incompetent character for the half dozen sessions or
so, almost completely unable to enforce his will on his surroundings and
at the GM's mercy when it comes to surviving, but would ultimately be
rewarded with enormous power. I'd very much like to avoid playing under
the kind of system that rewards such a grotesquely "masochistic" (for
lack of a better work) attitude.

3.0/3.5 is clearly better than AD&D, in this regard, but based on what
you and David say, it still isn't good enough.

> lower-powered but more frequently usable abilities to compensate. (4e
> tries to do something along these lines, but IMHO the implementation
> is botched.)
>
> I'd also like to see more defenses against magic - *other* than the
> typical splatbook "this new higher-level spell will defend against
> certain types of lower-level spells." Things like See Invisible, or
> Invisibility Purge should be both lower level and longer lasting than
> Invisibility itself. In general, defenses vs magic should be cheaper

Yes, and also available via fairly common items.

> (lower level, longer lasting) than spells used offensively.

Yes, and also available as reasonably common items, and as class
abilities, and maybe class-restricted feats (or even feats that anyone
can learn).

In general, having absolute abilities are often a mistake in RPGs.

Unlike many others, I don't necessarily have a problem with total
immunity to heat or cold or similar (especially since such traits are
most often found in supernatural creatures who have a corresponding and
stark vulnerability or suspectibility to an *opposing* element), but a
lot of active effects in RPGs are absolute in nature, when it would make
for a much better game, and a much more fun game, if they were not
absolute but were instead issues of degree.

Cure Disease is one of my favourite pet peeves. A very low-level spell
that any cure *any* disease. In Sagatafl, you instead have a "ladder" of
Cure Disease spells, each with a random strength roll (1d3, 1d6, 2d6, up
to 5d6), and you make that roll versus the strength of the disease to
see if you cure it, or relieve symptoms, or achieve nothing. Likewise,
there's not one Neutralize Poison spell that can cure any and all
poisons, but rather one spell for Minor Poisons, one for medium ones and
one for major ones.

The existence of absolute abilities also encourage both world creators
and GMs to invent ad hoc immunities, such as diseases that can't be
cured via Cure Disease. This results in debuffs that the PCs do not have
any intrisic counter for, any counter that they (the PCs) can be said to
own, and in order to find a solution they *have* do what the GM tells
them to do.

Much better to avoid that altogether.

Likewise, Illusions in Sagatafl aren't absolute. Characters get a Spot
Illusion roll to notice flaws and thus disbelieve...

.... Okay, D&D does that too.

But the trick is, in Sagatafl spells of Invisibility and Silence are
treated just like illusions, so other characters get a Spot Illusion
roll to see (or hear) through those. Invisibility isn't absolute. It's a
matter of degree. The more skilled the spellcasting character is at
creating the illusion, versus how good the victim is at noticing that
it's all fakery (and with magic items, quite common in some parts of the
setting, and even learnable techniques, that can give a bonus to Spot
Illusion rolls).

> One house rule I wrote for a game that never got off the ground was to
> make higher level spells more "brittle" - the DC to dispell them is
> easier (14 + opposing caster level - spell level; vs the RAW 10 +

The latest edition of Ars Magica might be doing something similar. I
haven't read the rules closely, but it is something along the lines of
that if you are much more skilled at casting the spell that you need to
be (like if your Create Fire skill "ranks" total to 45 and you're
casting a spell with a "DC" of 20), your spell can have greater ability
to Penetrate the target's spell resistance (his Parma Magica, or Might,
or faith-based spell resistance).

I don't know this, but I wouldn't be surprised if there is a similar
mechanic that makes such "overcasted" spells more difficult to Dispel.

> opposing caster level). Also, it was possible to create limited
> antimagic areas where lower-level spells would work normally but
> higher level spells wouldn't.

That rubs me the wrong way. It doesn't sound metaphysically plausible.

Or maybe it could be made to make sense, after all? See further down.

> One thing you might do is give SR to fighters at higher level.

Possibly via items, or a Feat.

Or, of course, you could say that at a certain character level (11th, or
Epic, or whatever) all major characters get SR.

> Another relatively "small" change might be to increase the casting
> time for spells across the board. I suspect that it was a mistake to
> have the default casting time in 3.x be a standard action. Making the

Yeah.

> casting of most spells into a full-round action would help weaken
> spellcasters. You could even harken back to the old days and make
> higher-level spells take multiple rounds to cast. ("Mine eyes have

That's probably one of the ways that you can make your magic supression
field that make higher level spells harder to cast, in a way that makes
some sense.

Make it so that a caster requires multiple Rounds to cast his higher
level spells, but lower level spells can be cast faster.

Thus when you just get access to 3rd level spells (currently 5th Wizard
or 6th Sorcerer, but your proposal is to postpone that, which I think
could be good), it requires multiple Rounds to cast it. Perhaps 4 Rounds.

Once you get access to the next highet level of spells, Fireballs can be
cast in 2 Rounds, and 4th level spells require 4 Rounds. Once you get
access to 5th level spells, Fireballs can be cast in 1 Round as usual,
and no further improvement can happen.

To compensate for this nerfing, you could have a Feat called Signature
Spell which lets the caster select one spell, of any spell level, that
he can cast in 1 Round, and then allow him to replace that one spell
with another one - one that he knows - every time he gains a level.

To add some "theme", you could limit Signature Spell such that it must
always include a specific school or effect, such as Illusion spells only
or Fire-tagged spells only, as chosen by the character when he takes the
Feat.


Then the effect of your Magic Supression field is simply that any spell
that a character can cast in 1 Round is unaffected, but any spell that
he can cast in 2 Rounds requires some kind of saving throw or other
check to complete, with the roll being made once he has spent those 2
Rounds trying to cast, and likewise any spell that he can cast in 4
Rounds requires this kind of roll, but with a higher DC.

> seen the glory of the umteenth level mage/His spells are so high-level
> that their casting takes an age...")

But shouldn't a 99th level Wizard be able to cast Magic Missile pretty fast?

--
Peter Knutsen
sagatafl.org
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Bradd W. Szonye

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Since: Aug 18, 2005
Posts: 1242



(Msg. 13) Posted: Sun Jun 15, 2008 11:28 pm
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Kyle Wilson <kyle.TakeThisOut@wilson.mv.com> wrote:
> Unfortunately, [magic missile] also then seems nearly
> indistinguishable from the ubiquitous crossbow.

Except for the parts where it requires no ammunition, and requires no
crossbow, and it shoots magical bolts of energy, of course.

If you were watching an action movie rather than playing a role-playing
game, I strongly suspect that you wouldn't consider them very similar,
although I could be wrong.
--
Bradd W. Szonye
http://www.szonye.com/bradd
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Bradd W. Szonye

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Since: Aug 18, 2005
Posts: 1242



(Msg. 14) Posted: Mon Jun 16, 2008 6:35 am
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Allen Wessels <awessels.TakeThisOut@EXPUNGEpacbell.net> wrote:
> Certainly the top end abilities are more powerful. But casters tend
> to be glass canons.

Not in my (somewhat limited) experience. CODzillas are quite tough, and
wizards can be quite hard targets if they try. We have one "wizard
expert" in my game group, and he can set up defenses such that anyone
who attacks ends up regretting it. In our games, bad guys often went
"Attack the guy in the pointy hat! Ouch ouch! Avoid the guy in the
pointy hat!"

The rogues were the glass cannons.
--
Bradd W. Szonye
http://www.szonye.com/bradd
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Bradd W. Szonye

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Since: Aug 18, 2005
Posts: 1242



(Msg. 15) Posted: Mon Jun 16, 2008 6:38 am
Post subject: Re: rebalancing full-progression spellcasters against mundanes. [Login to view extended thread Info.]
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Hadsil <forumite DeleteThis @netzero.com> wrote:
> I don't see a problem with generic play. I do see how it's possible
> to game the system, but it's always the same spells that do it such as
> Polymorph, Wraithstrike, and Celerity. No one says "OMG nerf the
> wizard!" because he casted Fireball or Mislead.

Of course the problems don't come from /fireball/; it's a low-level
direct damage spell. How do /wail of the banshee/ and /disjunction/
figure into your argument? Have you even seen them in play?

(If not, I say you aren't qualified to participate in this discussion.)
--
Bradd W. Szonye
http://www.szonye.com/bradd
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