[3.5] My own attempt at rebalancing casters
Posted: Sun Jul 31, 2011 12:18 am
preface:
Pretty much every attempt I've seen that aims at rebalancing the classes tends to use wizards (or other full casters) as the standard to which to elevate everyone else. I, however, feel that this way lies folly; I feel that the overall balance point should probably be set a bit lower (it's really just a matter of personal preference, but whatever). Basically, I’d like to make things a little easier on the DM. With this in mind, I present the following.
Okay, so I've pitched this idea elsewhere, but I've decided to see what you guys can do with this (keep in mind that I do realize that none of this is meant to exist in a vacuum or to be an end-all-be-all – some spells need to be written, other classes need some adjustment, etc. ; also, my focus is on core classes -- the stuff of splat books can be dealt with another time). Also keep in mind that I typically prefer to manipulate things within the existing system, as opposed to developing all new systems. I guess what I'm really looking for is how do the proposed changes mesh with the existing 3.5 system:
First, the analysis of the elements that allow casters to wreak so much havoc:
- busted spells/unintended use of spells -- while the worst offenders can (and should) be rewritten, it is simply impossible (or at least impractical) to filter through all the possible spell combinations to see what all can be done that was unintended. If you find something unexpected that completely shatters the basic game expectations, then you get to do it once -- after that, we'll have to slap in a patch.
- versatility and variability -within the same character- is what really boosts wizards, clerics, and (to a lesser degree) druids.
So, my conceptualization of "fixing" casters involves a multi-pronged approach.
First, the general stuff:
all primary casters = dual-stat casting. It seems to work well enough for many of the non-core casters; so why not for the core casters?
- CHA = DC and spells/day
- highest spell known:
-- arcane = INT
-- divine = WIS
Obviously, this requires a rewrite of some of the fluff, but this is (to me, at least) a non-issue and is easily dealt with.
Now, I understand the typical argument(s) against dual-stat casting; however, in my experience, most of these seem to ring (at least a little) hollow. Yes, they are still able to do their broken stuff -- however, it's been my experience that if you can limit the # of times that broken stuff can be done, then the player will tend to hesitate to pull the trigger on it (besides, I’ll be re-writing the worst offending spells). This limitation also forces more use of lower-level spells -- which means that the martial characters don't always have to be left feeling quite so small in the pants. Again, this is based on my own actual experiences.
Next, the classes:
Cleric:
This is the one with which I've struggled the most (and as such, the one with which I'm the most open for new ideas). The only big thing that I've come to is to restrict them to using some sort of "prayer book". The implementation of dual-stat casting does necessarily boost # of turn attempts, but a simple rewrite of the DMM feat fixes any problems that this may cause (btw, this is a rewrite I did as soon as that feat was published, so I probably won't notice a difference).
I’m also considering putting him on a similar matrix as the one that I’m proposing for the wizard (below).
Druid:
I really like the shapeshift variant in PHB2 -- and I mean really. So much so that I'm not entirely convinced that dual-stat casting is even necessary to tone it down any more.
Sorcerer:
This class upsets me. Not in and of itself (mechanically speaking); but when you combine the existence of the wizard and the dissociation of the sorcerer’s crunch-fluff, it almost makes me want to just scrap this thing,
However, I’ve decided to give him the Versatile Spellcaster feat for free.
Wizards:
Ah, the King of Classes. Fuck this guy.
Okay, much discussion has been had about the major difference between how casters and martials gain new abilities. If a 12th level wizard wants to add a new ability, he just chooses a new level-appropriate ability; however, if a fighter wants a new shtick, he has to start over with taking a 1st-level ability (I do have some minor contention with this assessment, but it’s not significant enough to warrant further debate). While this is a no-brainer, and has been beaten in to the ground, I mention it so as to provide some context for the following:
School-levels:
There are (if you count “universal”) 81 “school-levels” (well, 90 if you count 0-level spells; but those will be handled differently, so they to don’t get figured in to the equation). School-level nomenclature is nothing more than joining the name of the spell school with the spell level in question; e.g., “transmutation-2”, “necromancy-8”, etc. While it may initially seem silly to point this out, I do so because it is this nomenclature that has become the base of the new class design.
So, wizards are specialists – if you want to be a generalist, go play a sorcerer. Like standard, you choose a specialty school at character creation, and gain the standard benefits for that school. Also like normal, you start with access and knowledge of all 0-level spells. However, unlike standard, you don’t have any restricted schools.
At first level, you start with access to 1st-level spells from your specialty school and “universal”; and access to these 2 automatically increase at every odd level (capping at 9th-level spells at 17th level). At every level (starting at level 1), you also get 2 school-level slots; and these slots are used to purchase access to school-levels.
All school-levels have a prerequisite – must have access to the previous associated school-level. For example, you can’t buy necro-5 unless you already have necro-4, which you can’t have unless you have necro-3, etc.
For example: a 1st-level illusionist could use his school-level slots to get access to trans-1 and necro-1 – at which point, he would have access universal-1, illus-1, trans-1, and necro-1 from which to draw spells for scribing in his spell book. At level 2, he could then add abjuration-1 and conjuration-1. At 3rd level, he automatically gains universal-2 and illus-2, and could use his other 2 slots to either pick-up enchantment-1 and evocation-1, or he could get abjuration-2 and necro-2; or whatever.
At 20th level, this character would have a total of 58 school-levels, and the 2 extremes of school-level customization would look like this:
1) he would have 9th level spells for 6 schools, 4th level spells in a 7th, and only 0-level spells in the last 2 – this is really just kinda the half-way point between “specialist” and “focus specialist” in the official literature.
2) 9th level spells in universal and his specialist school, 6th level spells in 5 other schools, and 5th level spells in the remaining 2.
Making power and versatility have a direct inverse relationship.
It’s a work in progress.
Much feedback is encouraged.
Thanks.
Pretty much every attempt I've seen that aims at rebalancing the classes tends to use wizards (or other full casters) as the standard to which to elevate everyone else. I, however, feel that this way lies folly; I feel that the overall balance point should probably be set a bit lower (it's really just a matter of personal preference, but whatever). Basically, I’d like to make things a little easier on the DM. With this in mind, I present the following.
Okay, so I've pitched this idea elsewhere, but I've decided to see what you guys can do with this (keep in mind that I do realize that none of this is meant to exist in a vacuum or to be an end-all-be-all – some spells need to be written, other classes need some adjustment, etc. ; also, my focus is on core classes -- the stuff of splat books can be dealt with another time). Also keep in mind that I typically prefer to manipulate things within the existing system, as opposed to developing all new systems. I guess what I'm really looking for is how do the proposed changes mesh with the existing 3.5 system:
First, the analysis of the elements that allow casters to wreak so much havoc:
- busted spells/unintended use of spells -- while the worst offenders can (and should) be rewritten, it is simply impossible (or at least impractical) to filter through all the possible spell combinations to see what all can be done that was unintended. If you find something unexpected that completely shatters the basic game expectations, then you get to do it once -- after that, we'll have to slap in a patch.
- versatility and variability -within the same character- is what really boosts wizards, clerics, and (to a lesser degree) druids.
So, my conceptualization of "fixing" casters involves a multi-pronged approach.
First, the general stuff:
all primary casters = dual-stat casting. It seems to work well enough for many of the non-core casters; so why not for the core casters?
- CHA = DC and spells/day
- highest spell known:
-- arcane = INT
-- divine = WIS
Obviously, this requires a rewrite of some of the fluff, but this is (to me, at least) a non-issue and is easily dealt with.
Now, I understand the typical argument(s) against dual-stat casting; however, in my experience, most of these seem to ring (at least a little) hollow. Yes, they are still able to do their broken stuff -- however, it's been my experience that if you can limit the # of times that broken stuff can be done, then the player will tend to hesitate to pull the trigger on it (besides, I’ll be re-writing the worst offending spells). This limitation also forces more use of lower-level spells -- which means that the martial characters don't always have to be left feeling quite so small in the pants. Again, this is based on my own actual experiences.
Next, the classes:
Cleric:
This is the one with which I've struggled the most (and as such, the one with which I'm the most open for new ideas). The only big thing that I've come to is to restrict them to using some sort of "prayer book". The implementation of dual-stat casting does necessarily boost # of turn attempts, but a simple rewrite of the DMM feat fixes any problems that this may cause (btw, this is a rewrite I did as soon as that feat was published, so I probably won't notice a difference).
I’m also considering putting him on a similar matrix as the one that I’m proposing for the wizard (below).
Druid:
I really like the shapeshift variant in PHB2 -- and I mean really. So much so that I'm not entirely convinced that dual-stat casting is even necessary to tone it down any more.
Sorcerer:
This class upsets me. Not in and of itself (mechanically speaking); but when you combine the existence of the wizard and the dissociation of the sorcerer’s crunch-fluff, it almost makes me want to just scrap this thing,
However, I’ve decided to give him the Versatile Spellcaster feat for free.
Wizards:
Ah, the King of Classes. Fuck this guy.
Okay, much discussion has been had about the major difference between how casters and martials gain new abilities. If a 12th level wizard wants to add a new ability, he just chooses a new level-appropriate ability; however, if a fighter wants a new shtick, he has to start over with taking a 1st-level ability (I do have some minor contention with this assessment, but it’s not significant enough to warrant further debate). While this is a no-brainer, and has been beaten in to the ground, I mention it so as to provide some context for the following:
School-levels:
There are (if you count “universal”) 81 “school-levels” (well, 90 if you count 0-level spells; but those will be handled differently, so they to don’t get figured in to the equation). School-level nomenclature is nothing more than joining the name of the spell school with the spell level in question; e.g., “transmutation-2”, “necromancy-8”, etc. While it may initially seem silly to point this out, I do so because it is this nomenclature that has become the base of the new class design.
So, wizards are specialists – if you want to be a generalist, go play a sorcerer. Like standard, you choose a specialty school at character creation, and gain the standard benefits for that school. Also like normal, you start with access and knowledge of all 0-level spells. However, unlike standard, you don’t have any restricted schools.
At first level, you start with access to 1st-level spells from your specialty school and “universal”; and access to these 2 automatically increase at every odd level (capping at 9th-level spells at 17th level). At every level (starting at level 1), you also get 2 school-level slots; and these slots are used to purchase access to school-levels.
All school-levels have a prerequisite – must have access to the previous associated school-level. For example, you can’t buy necro-5 unless you already have necro-4, which you can’t have unless you have necro-3, etc.
For example: a 1st-level illusionist could use his school-level slots to get access to trans-1 and necro-1 – at which point, he would have access universal-1, illus-1, trans-1, and necro-1 from which to draw spells for scribing in his spell book. At level 2, he could then add abjuration-1 and conjuration-1. At 3rd level, he automatically gains universal-2 and illus-2, and could use his other 2 slots to either pick-up enchantment-1 and evocation-1, or he could get abjuration-2 and necro-2; or whatever.
At 20th level, this character would have a total of 58 school-levels, and the 2 extremes of school-level customization would look like this:
1) he would have 9th level spells for 6 schools, 4th level spells in a 7th, and only 0-level spells in the last 2 – this is really just kinda the half-way point between “specialist” and “focus specialist” in the official literature.
2) 9th level spells in universal and his specialist school, 6th level spells in 5 other schools, and 5th level spells in the remaining 2.
Making power and versatility have a direct inverse relationship.
It’s a work in progress.
Much feedback is encouraged.
Thanks.