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noiadodh
2010-01-14, 09:34 PM
before starting, i must say that the point of this thread is in combat casting

this is an attempt to deal with the issue of a level 1 wizard (or any other full caster) without precocious apprentice + reserve feats (thats the only way i remember existing) using all his useful spells in the first 2-3 encounters and then becoming useless..

i come up with this after rereading the MM, more exactly the 1d4 rounds of dragon breath weapons recharge mechanic, so casters, in this variant should need to spend rounds 'recharging' after casting his more powerful spells

the table shows how many rounds the caster becomes unable to using any spell again after each casting.

please point any problem with this scheme, besides the casting of buffs. would this be too unbalanced in high level play? any obvious abuse of action economy? (assume no quickened spells and no time stop)

to be more clear: im not seeing as having a 'cooldown' after every casting is more op than normal casting


{table=head]Class Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|
at will|
1d2+1|
-|
-|
-|
-|
-|
-|
-|
-

2nd|
at will|
1d2+1|
-|
-|
-|
-|
-|
-|
-|
-

3rd|
at will|
1d2+1|
1d2+2|
-|
-|
-|
-|
-|
-|
-

4th|
at will|
1d2|
1d2+2|
-|
-|
-|
-|
-|
-|
-

5th|
at will|
1d2|
1d2+1|
1d2+2|
-|
-|
-|
-|
-|
-

6th|
at will|
1d2|
1d2+1|
1d2+2|
-|
-|
-|
-|
-|
-

7th|
at will|
1d2|
1d2+1|
1d2+1|
1d2+2|
-|
-|
-|
-|
-

8th|
at will|
1d2|
1d2+1|
1d2+1|
1d2+2|
-|
-|
-|
-|
-

9th|
at will|
at will|
1d2|
1d2+1|
1d2+1|
1d2+2|
-|
-|
-|
-

10th|
at will|
at will|
1d2|
1d2+1|
1d2+1|
1d2+2|
-|
-|
-|
-

11th|
at will|
at will|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2|
-|
-|
-

12th|
at will|
at will|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2|
-|
-|
-

13th|
at will|
at will|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2|
-|
-

14th|
at will|
at will|
at will|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2|
-|
-

15th|
at will|
at will|
at will|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2|
-

16th|
at will|
at will|
at will|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2|
-

17th|
at will|
at will|
at will|
1d2|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2

18th|
at will|
at will|
at will|
1d2|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+1|
1d2+2

19th|
at will|
at will|
at will|
1d2|
1d2|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+2

20th|
at will|
at will|
at will|
1d2|
1d2|
1d2|
1d2|
1d2+1|
1d2+1|
1d2+2[/table]

Zaq
2010-01-14, 09:36 PM
WotC beat you to it. (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm) And it's usually considered rather overpowered on the whole, though there are exceptions.

noiadodh
2010-01-14, 09:39 PM
hmm, i never saw it on Sages SRD :smallconfused:

sorry then

edit: but there is the non core spells anyway..

Mongoose87
2010-01-14, 09:44 PM
Let's not take the only time melee can shine away from them, mkay?

noiadodh
2010-01-14, 09:45 PM
is a caster using a spell every 2-3 rounds too op? (there is any obvious abuse that just me cant see?)

Jack_Simth
2010-01-14, 09:56 PM
WotC beat you to it. (http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm) And it's usually considered rather overpowered on the whole, though there are exceptions.

Although Noiadodh's version is actually weaker (short term) than most standard casters, as rather than just making that level of spell unavailable, it forbids all spellcasting - a significant change. So if you cast Time Stop at 20th...better hope you get more than 3 rounds, because otherwise you're kinda stuck running away or activating magic items.

It grants infinite healing from Clerics, though, from level 1, by way of Cure Minor Wounds (not a bad thing, as it makes melee or skill-based characters stronger).

jokey665
2010-01-14, 09:58 PM
I've been working on a class that uses a recharge mechanic. Though, it has its own spell list entirely...

noiadodh
2010-01-14, 10:00 PM
Although Noiadodh's version is actually weaker (short term) than most standard casters, as rather than just making that level of spell unavailable, it forbids all spellcasting - a significant change. So if you cast Time Stop at 20th...better hope you get more than 3 rounds, because otherwise you're kinda stuck running away or activating magic items.

It grants infinite healing from Clerics, though, from level 1, by way of Cure Minor Wounds (not a bad thing, as it makes melee or skill-based characters stronger).

oh thanks! time stop is banned anyway, as other troublesome spells..

Im still thinking in what should be done with spells that shouldn't be spammed out of combat though, the point of this post is combat casting primarily...