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View Full Version : Help balancing Casters/Splitting spells



CowardlyPaladin
2013-05-30, 03:23 PM
Now like everybody and there dog knows, casters in 3E are freakishly over powered, and the trick to balancing them is tricky because it requires revamping the entire system. It is also bad for the realism of the world if a powerful wizard can so easily dominate global politics. One of the major problems being that high level wizard spells are just absurdly powerful and can easily destory any non magically protected threat in a single failed save. On the other hand, extremely powerful spells are fun and it would be a shame to get ride of them entirely. An idea i have been toying with is maybe splitting up various spells to make them more situational and make the point where Wizards become god like farther away. My solution is twofold

1) Increase the level that it takes before becoming epic, maybe level 30. Redesign the spell lists by adding more spell levels or changing spells per level ect so that the Wizard/Druid/Cleric combo takes longer before they start to dominate entirely. Most of the added levels will be in the 9-15 area, padding that out so as to extend the period where people are on a relative equal playing field.

2) With 10 (maybe more) extra levels to play with, split the spells so that they aren't as freakishly powerful. For example, a problem alot of people have is that death is a slap on the wrist, so maybe instead of having 3-5 raise dead spells, make there be about 10 with varying levels of quality. An earlier version can only work if cast within an hour, or within 3 days. one can work normally but has a chance of the body being possessed by something else. One works normally without level loss but the character's class might change, or there gender ect. One might work only if you sacrifice somebody of equal HD, or if you first track down the ghost and kill it. Thus the truly revolving door raise dead spells like Resurrection and true Resurrection can only be used by the most powerful of all casters. Same with the charm spells, stack them so that a single suggestion spell doesn't take out the party fighter. ONe might only work for 5 rounds, one might only make them do actions that they felt like doing anyways, one might make them obey a single worded command, one might make them act like they have fallen in love with you, one might make them act like you are there best friend ect. Pad them out, and make it so that each individual spell has more variety, room to roll play ect. Honestly, being having a charm spell cast on you isn't bad if the person still has room to be clever and role play, and trying to work around the spells limitations can be fun and intuitive if enough lee way is allowed.

Another version for this is shapeshifting, which currently means that a Druid can use up all of her spells and still out fight the fighter, so maybe stack them so that one's limitations are more spread out and less obvious.


Obviously neither of these solutions can solve the problems entirely, and many of other problems still exist, but I was wondering if this might be a way of minimizing the domination of spell casters.

CowardlyPaladin
2013-05-30, 08:32 PM
has this been tried before?

Eslin
2013-05-31, 12:27 AM
People already don't play at high levels much, the level 30 thing wouldn't go down very well.

And your version of splitting the spells would actually take more work than a system revamp, which is kind of against the point.

And it looks like the delayed progress would screw over low op wizards really hard.

Plus I wouldn't say that a powerful wizard easily domination global politics is unrealistic (if we're in a setting with such wizards) - seems the kind of thing one would do.

MirddinEmris
2013-05-31, 01:34 AM
The easy way is to chop spell list of core primary casters - their power in their versatility, so drop some more troublesome spells (like solid fog) or nerf them (adding saving throw and/or spell resistance to spells with none would be way to go) and make spell selection much more restrictive (it can be done by schools, but they aren't created equal, so conjuration and transmutation only wizard will be very powerful still). Make two druids - one with wildshape and one with spells (you could drop or nerf animal companion also), let the clerics cast spells only from their domains, but they get all or simply more of them. On the top of that, you could restrict prime spellcasters with bard spell progression, though it will make sorcerer redundant if bard retain their original progression, so you could give bard duskblade or paladin/ranger progression, or just drop sorcerer.

This homebrew wouldn't take much of your time contrasted with nerfing each spell in existance. Casters will be powerful even then, but they lose good deal of their insane versatility and this will make easier for mundane to keep up (though it'll be much better with some power-ups for them)

Eslin
2013-05-31, 02:11 AM
But that absolutely screws over low optimisation players - currently when someone who doesn't know what they're doing plays a fighter and someone who doesn't know what they're doing plays a sorcerer they're about equal in ability, the optimisation floors are about the same. Incredibly low.

You need fixes that either boost or at least don't hurt new players while reducing the power of optimised characters, otherwise you wreck the class.

GoddessSune
2013-05-31, 02:37 AM
Obviously neither of these solutions can solve the problems entirely, and many of other problems still exist, but I was wondering if this might be a way of minimizing the domination of spell casters.


It is a bit easier to just 'up' the power level of the world. The 3E 'Awesome Caster Myth' comes from the idea that the world is a bunch of mundane fools that have just discovered fire. So when you have a bunch of fools who are sitting around and going ''wow fire'', then yes a spellcaster can be powerful.

So don't do that. Say take The Dragon Kingdom. It has been around 1000 years and has a couple of dragon archmages and a couple dozen other spellcasters times ten(over the centuries). Now what might they do? Well..anything is possible.

Eslin
2013-05-31, 02:40 AM
Most people don't play in those kinds of games though, if spellcaster NPCs were used to their full potential there'd be no reason to have the usual feudal medieval society, you can easily make a functioning modern day equivalent with magic.

TuggyNE
2013-05-31, 03:59 AM
It is a bit easier to just 'up' the power level of the world. The 3E 'Awesome Caster Myth' comes from the idea that the world is a bunch of mundane fools that have just discovered fire. So when you have a bunch of fools who are sitting around and going ''wow fire'', then yes a spellcaster can be powerful.

So don't do that. Say take The Dragon Kingdom. It has been around 1000 years and has a couple of dragon archmages and a couple dozen other spellcasters times ten(over the centuries). Now what might they do? Well..anything is possible.

This way leads to the Tippyverse, in which the only people who are anybody is full casters. Magic is needed to defeat magic; this is not news. Casters can step up and manage to compensate for their various challenges on a more or less even basis, since the most powerful things around are basically just other casters. Mundanes, however, or partial casters, tend to be left increasingly in the dust; not only do they not have answers to the problems thrown their way, they don't have any unique problems to throw at others.

Vaz
2013-05-31, 06:52 AM
Just ban wizards, and play single school spellcasters; Duskblades, Warmages, Healers, Conjurers, Beguilers, Dread Necromancers etc

Obviously, some are stronger than others, but if you're going to Houserule that something cannot be used, you might as well Houserule that only creatures known about can be summoned/polymorphed into. For example; you can't summon a Dragon if you don't have the Knowledge Arcana/have met one in game, and you can't polymorph into a Dire Bear if you've not met a Dire Bear or have the Knowledge Nature for it.

neonchameleon
2013-05-31, 06:59 AM
Ban anything tier 1 out of hand. Tier 2 on a case by case basis depending on the exact spell list (I'd allow the sorceror if half the spells they knew were evocations). Tier 3 is your goal.

Emperor Tippy
2013-05-31, 07:09 AM
Magic is needed to defeat magic; this is not news. Casters can step up and manage to compensate for their various challenges on a more or less even basis, since the most powerful things around are basically just other casters. Mundanes, however, or partial casters, tend to be left increasingly in the dust; not only do they not have answers to the problems thrown their way, they don't have any unique problems to throw at others.

As Uncle would say, "Magic must defeat Magic (http://www.youtube.com/watch?v=b-qLC_ptImo)"