OldSchoolGamerGirl
Adventurer
yup... they are all over the spectrum. It's like 2 or 3 awesome prefect spells and 1 or 2 OP broken spells and 3 or 4 why would anyone cast this waste of space spells and then a bunch that fall between perfect and weak.I can agree with that, but I find as many 1st level spells that need to be improved in power as those that could be theoretically nerfed. And this typically holds true as we go up in the levels. I was mainly referring to the big spells that I agree warp the game too far.
AgreeAgree, well, not sure about making a ritual subsystem, but they certainly need to be more like rewards and McGuffins than normal spells. Otherwise you end up with a character who can trivially become immortal and a one-man army.
I think spells need to be looked at OUTSIDE of legacy numbering. We need to find what the "power level" of a 1st and a 2nd ect spell is and redo them. If that means that anything that takes someone out of combat (save ends) is 3rd level+ then tasha laugh and hold person need to be raised (that is just an off the cuff example not a full thought out proposal)Ah, if it is only a few spells being nerfed, then I can likely agree (maybe not completely, I've tended to up spell damage in my games for certain spells, one that comes to mind is Blight). Some of your phrasing though seemed to fall in line with this idea of heavily nerfing casters. Not from you, but from others, I've seen examples such as rolling against a high magic DC and on a failure having the spell not only fail, but backlash and damage the caster.
I can't deny such an idea would bring things closer to some sort of balance, but I think it would make everything worse. If the goal becomes "make sure casters can't cast spells" then we have achieved balance, but in the worst way possible. I much prefer taking a few of those outlier spells that are far beyond what they should be (or should be gated in a similar manner to magical items) and tune them, while raising martial's profiles.