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D&D Older Editions
Retro-cloning D&D 3.0
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<blockquote data-quote="GreyLord" data-source="post: 9165556" data-attributes="member: 4348"><p>Balancing Castes and Martials can be a relatively easy thing. Just make it so that if Casters are hit by anything (even if it can't penetrate a spell or do damage) the spell is disrupted and the magic fails. Very similar to what it was like in the Old days.</p><p></p><p>If you want to push it even more towards the Martials, make it so that the saves are tripled (so a +2 to the Fort becomes a +6 Fort given from a class), or make it so that after level 5 their saves are doubled, after level 10 their saves are tripled and after level 15 their saves are quadrupled. </p><p></p><p>This makes it so that martials are more likely to make their saves as they get higher in levels (as it was in the old days) rather than get far less effective with certain saves. </p><p></p><p>Overall, though, I like 3e for the most part. Spellcasters weren't the all powerful beings at lower levels and Martials really were pretty good. It wasn't until mid-level that Casters could do quite a big that Martials could, but that was balanced with limited spells. You COULD use your spells doing what the Martials did in the group...but why. The Martials were already there, better to do something else with your spells.</p><p></p><p>It wasn't until the higher levels where I feel Martials were completely overmatched, and that was as it should have been for how the game was at the time. You paid for that power by being relatively weaker when you first started. Survival to even get to that point was far more questionable for most of the Spellcasters (though Clerics didn't have this problem as much) than it was for Martials. </p><p></p><p>At the very beginning 4 HP means you normally could be taken down by a single hit (and it didn't even have to be a lucky one).</p></blockquote><p></p>
[QUOTE="GreyLord, post: 9165556, member: 4348"] Balancing Castes and Martials can be a relatively easy thing. Just make it so that if Casters are hit by anything (even if it can't penetrate a spell or do damage) the spell is disrupted and the magic fails. Very similar to what it was like in the Old days. If you want to push it even more towards the Martials, make it so that the saves are tripled (so a +2 to the Fort becomes a +6 Fort given from a class), or make it so that after level 5 their saves are doubled, after level 10 their saves are tripled and after level 15 their saves are quadrupled. This makes it so that martials are more likely to make their saves as they get higher in levels (as it was in the old days) rather than get far less effective with certain saves. Overall, though, I like 3e for the most part. Spellcasters weren't the all powerful beings at lower levels and Martials really were pretty good. It wasn't until mid-level that Casters could do quite a big that Martials could, but that was balanced with limited spells. You COULD use your spells doing what the Martials did in the group...but why. The Martials were already there, better to do something else with your spells. It wasn't until the higher levels where I feel Martials were completely overmatched, and that was as it should have been for how the game was at the time. You paid for that power by being relatively weaker when you first started. Survival to even get to that point was far more questionable for most of the Spellcasters (though Clerics didn't have this problem as much) than it was for Martials. At the very beginning 4 HP means you normally could be taken down by a single hit (and it didn't even have to be a lucky one). [/QUOTE]
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