
Majuba |

Okay - there's been a lot of forums about how spell save DCs *should* be calculated, vast system changes, new ways of doing saving throws, etc. But let's go on the assumption that the standard method will remain the same, and that that is to be the assumed power level of a character. Given that, would this feat make sense and be balanced?
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Measured Power
You can balance the strength of your spells by tying them to your personal power, instead of the inherent complexity of the magic.
Prerequisite: Caster level 1st.
Benefit: When meditating for spell slots or preparing spells for the day, you may choose to calculate your spell save DCs as 11 + 1/3 caster level + ability modifier [Int for wizards, Wis for clerics, Cha for sorcerers, etc.] You may change methods each time you ready your spells daily, but all spells you cast must use the same method.
Normal: Your spell save DCs are always 10 + spell level + ability modifier.
Special: This feat does not apply to any spell-like abilities you may possess.
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The effect of this for a single caster is fairly minor - saves remain virtually identical (at the high point) up to 6th-8th level. After that the highest level spell is always ahead on DC in the standard method (and gets further ahead), but the benefit to the lower level spells increases.
For multi-class casters this method varies depending on if any Magic Rating system is used. If not used, this feat is virtually useless. If used it brings their saves up to relative strength with other casters.
Thoughts?

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Okay - there's been a lot of forums about how spell save DCs *should* be calculated, vast system changes, new ways of doing saving throws, etc. But let's go on the assumption that the standard method will remain the same, and that that is to be the assumed power level of a character. Given that, would this feat make sense and be balanced?
-------------------------------------
Measured Power
You can balance the strength of your spells by tying them to your personal power, instead of the inherent complexity of the magic.
Prerequisite: Caster level 1st.
Benefit: When meditating for spell slots or preparing spells for the day, you may choose to calculate your spell save DCs as 11 + 1/3 caster level + ability modifier [Int for wizards, Wis for clerics, Cha for sorcerers, etc.] You may change methods each time you ready your spells daily, but all spells you cast must use the same method.
Normal: Your spell save DCs are always 10 + spell level + ability modifier.
Special: This feat does not apply to any spell-like abilities you may possess.
-------------------------------------The effect of this for a single caster is fairly minor - saves remain virtually identical (at the high point) up to 6th-8th level. After that the highest level spell is always ahead on DC in the standard method (and gets further ahead), but the benefit to the lower level spells increases.
For multi-class casters this method varies depending on if any Magic Rating system is used. If not used, this feat is virtually useless. If used it brings their saves up to relative strength with other casters.
Thoughts?
I like it. It's fairly simple and achieves the goal of boosting DCs for lower level spells, making them more useful for a longer period instead of getting discarded to the dustbin at mid to high levels.

Majuba |

I like it. It's fairly simple and achieves the goal of boosting DCs for lower level spells, making them more useful for a longer period instead of getting discarded to the dustbin at mid to high levels.
Thanks - that's pretty much exactly the idea. I felt it was simple and well balanced enough - of course on the balance side it helps that it barely changes anything (except 0th and then 1st level spells) until higher levels.

Balzaimon |

For several game sessions now my group has been using the (10+ 1/2 caster level + Ability Modifier) formula. So far I have liked what i have seen. My players like it, and it would seem to make lower level spells more useful and exciting as the power levels of the game progress. It also speeds combat up a bit, as the casters only have a single number to remember for the save D.C.'s of their spells. We plan to continue using this method to see how it goes in the future, but so far so good.

Eric Tillemans |

I like it Majuba. 10 + 1/2 caster level + ability mod gives all spells the power of the casters highest level spell and it's just too much.
Your feat let's a spellcaster give up a little bit at the high end to make all of his spells effective. It's balanced and yet still gives spellcasters a choice of using the base line of 3.5.
Consider it swiped for my home game.

Turin the Mad |

I like it Majuba. 10 + 1/2 caster level + ability mod gives all spells the power of the casters highest level spell and it's just too much.
Your feat let's a spellcaster give up a little bit at the high end to make all of his spells effective. It's balanced and yet still gives spellcasters a choice of using the base line of 3.5.
Consider it swiped for my home game.
I fail to comprehend how the (10 +1/2 CL + ability modifier) for spells is too much, when almost everything the player characters themselves face off with operates on that exact same formula (replacing 1/2 CL for 1/2 HD) for determining the saving throw DC's of the special attacks that gets thrown back at the party.
:)