PDA

View Full Version : Three unoriginal ideas to nerf spellcasters [PEACH]



Jon_Dahl
2013-11-23, 02:51 AM
These ideas stem from my ongoing 100+ session D&D 3.5 campaign. From my experience, these nerfings should be made to virtually any campaign. Do you agree? If not, please tell me why.

1. Anything that can disrupt casting/manifesting, disrupts it automatically.
Reason: Unnecessary rolling, and it just makes casters more powerful if they can casts spells so easily in the thick of battle. This rule would make fighting more flowing and, more importantly, make casters more dependent on bodyguards such as melee-type noncasters.
2. No 5 ft. step during a round in which you cast a spell.
It's annoying how casters evade melee-fighters that try to pursue them.
3. No holding the charge.
It's just annoying and makes touch spells too strong.

nonsi
2013-11-23, 03:43 AM
Don't know about originality, but seems to me like these will go a long way in mitigating the gap in power.
This, of course, doesn't cover Su/Sp/Ps abilities. If you touch those, you also cnerf a lot of monsters considerably, which may or may not be a bad thing (needs a lot of testing, but would be easier if you use core only books).

nonsi
2013-11-23, 03:47 AM
Regarding holding the charge - to prevent them sucking too much, you could mitigate things by making charge spells not provoke, so that they're stopped only by readying an action.