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.
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.