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View Full Version : Cast Times: Simple Solution to Help Balance CC & DD?



Endarire
2014-05-21, 12:06 AM
Greetings, all!

I know magic in 3.5 is very powerful, and that casting DD (direct damage) spells is usually subpar in serious fights compared to CC (crowd control) spells. Considering most summoning spells were given the 1 round cast time due to them granting extra actions (via more creatures) and CC spells having the great potential to do the same, how would changing most or all CC spells with a current 1 standard action cast time to 1 round cast time affect balance?

Endarire
2014-06-08, 05:31 AM
Any comments on this?

StreamOfTheSky
2014-06-08, 09:06 AM
Why are you only picking on crowd control?

What about save or suck/lose/die? What about buffing, which IME is the category of spells most abused (although often they have such long durations that they're not even cast in combat)?

If you really want a simple solution to balance DD and other offensive magic, do this first:

Step 1: All direct damage spells ignore SR, logic be damned
Step 2: All other offensive spells have to get through SR, logic be damned
(optional) Step 3: Give way more people SR. Including any PC class that gets only 4th level casting or less/none. Give Monk SR super early and have it add double his monk levels to it.