3.5 Spellcasting Revision (nerfing)

Post/Author/DateTimePost
#1

polygamist

Feb 07, 2009 0:40:46
I was just wondering if anyone has considered reducing the power of casters to keep them more in line with the other PC's, especially at higher levels. Having run several games from level 1 to 13-ish, I find that the save DC's get insane in short order after about level 6 or 7. We just stop at that point because the imbalance just gets silly after that.

So, the question is, what about making charisma the stat that sets save DC's for all spellcasters (similar to the favored soul)? This means that most caster types can not just pump up one stat to the exclusion of all else, gaining both bonus spells per day and improved spell DC's.

A side benefit of this change would be that sorcerers would suddenly become much more appealing. Currently, none of the experienced players I play with dare play sorcerers since they are so limited in spell selection. However, if the sorcerer can have much higher DC's than other classes, it would mean that they are unique and have a niche.

I look forward to commentary on this. If someone has already thought of this, I apologize in advance.
#2

zeratulcraft

Feb 07, 2009 1:42:25
I've heard that Tome of Battle upper end powers are about the equivalent of 6th level spells, you could try using ToB exclusively for melee archetypes and limit/stagger spellcasting out.

Though I do like your idea, and that's not the first time I've heard it suggested that using two stats for casters would balance it out a bit more.
#3

wraithstrike

Feb 08, 2009 1:55:34
I was just wondering if anyone has considered reducing the power of casters to keep them more in line with the other PC's, especially at higher levels. Having run several games from level 1 to 13-ish, I find that the save DC's get insane in short order after about level 6 or 7. We just stop at that point because the imbalance just gets silly after that.

So, the question is, what about making charisma the stat that sets save DC's for all spellcasters (similar to the favored soul)? This means that most caster types can not just pump up one stat to the exclusion of all else, gaining both bonus spells per day and improved spell DC's.

A side benefit of this change would be that sorcerers would suddenly become much more appealing. Currently, none of the experienced players I play with dare play sorcerers since they are so limited in spell selection. However, if the sorcerer can have much higher DC's than other classes, it would mean that they are unique and have a niche.

I look forward to commentary on this. If someone has already thought of this, I apologize in advance.

If I were a player in your campaign I would still focus on S or D spells if that was my intention. Another thing to realize is that even if you take the S or D spells away most casters wont care to much. There are enough broken spells, Gate, Shapechange, and Time Stop come to mind, that don't need a savings throw. I am sure there are more. If your players are running through your campaign you may need to post in the "what's DM to do " forum and give examples so we can help you find ways to get around their tactics.