King of Nowhere
2020-03-19, 06:51 PM
I have to provide context, otherwise this won't make any sense.
I ended a long campaign.
I have some possible plan to run a new campaign in the same world, in the future. the events of the previous campaign will have shaped the world in many ways. This means tech has progressed. especially magic has progressed.
In the previous campaign, i enforced a relatively low optimization ceiling, especially for casters. the thing is, if you start to optimize, combat becomes rocket tag, because attack can be optimized much more than defence. you can still mount an effective defence, but you have to rely on avoiding the attacks (cover, concealment, breaking line of effect, and so on). This leads to the game becoming much more complicated than we'd all like. Also, some party members were total noobs and could not have handled it (those guys dropped out, so it's no longer a concern).
Now, I want to give the feeling that things have progressed by removing many limitations on magic. Away with most stops on metamagic abuse, all the way to mailman builds. still banning the most ludicrous campaign-ending stuff, and probably action economy abuse. Anyway, I'll give the casters the capacity to smoke pretty much any target.
But I don't want the game to be too fast. I need to come up with suitable defences.
One thing I can use is that the campaign world was already well above the normally assumed wealth. they used undead and constructs for menial labor, which gave them the resources for widespread public schooling, which meant tons of casters up to mid level. So, magic and items were very common. I plan for the world to keep on this course, and to be at industrial revolution level technology - with magic providing elements more commonly associated with the information age.
So, I was thinking to have some magic item that was very cheap and could shore up defences to keep fights longer. But I could never come up with a suitable idea, until today.
So, the idea is that there will be some item, cheap enough that everyone will have it, that will grant abrupt jaunt (and possibly some other necessary effect).
Let's see the pros
- it will stop a mailman from instakilling with a force orb
- most save-or-die targeted spells are still available
- it will help break up a full attack or single high damage attack
- it will not make low level fighting
- it is not mechanically too complex to use
those five conditions are pretty much required. To have the combat mechanics I prefer it needs that a single character caught flat-footed and without contingencies by an equally leveled enemy is not smoked on the spot (hence stopping both a mailman and an ubercharger). But I also want less powerful effects - those that can be resisted with a passive mechanic - to still work. And I want low level (level 5 or so; in this advanced world, people below that level will be still in school) combat to still make sense; so, some of my earlier ideas, like flat damage reduction or touch ac boost, would not work as they'd make it impossible to hit each other at low level.
I'd appreciate some feedback; do you think this idea can have the intended effect? what hurtful side effects would you anticipate? would you have some different idea to achieve my goals?
Thanks
EDIT: i realize this would stop casters from casting quickened spells, which they'd need if their first spell can be avoided almost effortlessly. So maybe make it a free action instead of swift, but still limited to 1/round
I ended a long campaign.
I have some possible plan to run a new campaign in the same world, in the future. the events of the previous campaign will have shaped the world in many ways. This means tech has progressed. especially magic has progressed.
In the previous campaign, i enforced a relatively low optimization ceiling, especially for casters. the thing is, if you start to optimize, combat becomes rocket tag, because attack can be optimized much more than defence. you can still mount an effective defence, but you have to rely on avoiding the attacks (cover, concealment, breaking line of effect, and so on). This leads to the game becoming much more complicated than we'd all like. Also, some party members were total noobs and could not have handled it (those guys dropped out, so it's no longer a concern).
Now, I want to give the feeling that things have progressed by removing many limitations on magic. Away with most stops on metamagic abuse, all the way to mailman builds. still banning the most ludicrous campaign-ending stuff, and probably action economy abuse. Anyway, I'll give the casters the capacity to smoke pretty much any target.
But I don't want the game to be too fast. I need to come up with suitable defences.
One thing I can use is that the campaign world was already well above the normally assumed wealth. they used undead and constructs for menial labor, which gave them the resources for widespread public schooling, which meant tons of casters up to mid level. So, magic and items were very common. I plan for the world to keep on this course, and to be at industrial revolution level technology - with magic providing elements more commonly associated with the information age.
So, I was thinking to have some magic item that was very cheap and could shore up defences to keep fights longer. But I could never come up with a suitable idea, until today.
So, the idea is that there will be some item, cheap enough that everyone will have it, that will grant abrupt jaunt (and possibly some other necessary effect).
Let's see the pros
- it will stop a mailman from instakilling with a force orb
- most save-or-die targeted spells are still available
- it will help break up a full attack or single high damage attack
- it will not make low level fighting
- it is not mechanically too complex to use
those five conditions are pretty much required. To have the combat mechanics I prefer it needs that a single character caught flat-footed and without contingencies by an equally leveled enemy is not smoked on the spot (hence stopping both a mailman and an ubercharger). But I also want less powerful effects - those that can be resisted with a passive mechanic - to still work. And I want low level (level 5 or so; in this advanced world, people below that level will be still in school) combat to still make sense; so, some of my earlier ideas, like flat damage reduction or touch ac boost, would not work as they'd make it impossible to hit each other at low level.
I'd appreciate some feedback; do you think this idea can have the intended effect? what hurtful side effects would you anticipate? would you have some different idea to achieve my goals?
Thanks
EDIT: i realize this would stop casters from casting quickened spells, which they'd need if their first spell can be avoided almost effortlessly. So maybe make it a free action instead of swift, but still limited to 1/round