Counterspelling as a way to balance casters to martials


Pathfinder First Edition General Discussion


I'm not sure if this should go in general discussion or house rules, but it's a bit of both.

A friend pitched me an idea about counterspelling. What if counter spells worked something like this:

Counterspell Houserule:
You have a pool of points equal to the number of spell slots and spell levels. So for each 1st level spell slot, you gain 1 point. For each 2nd level spell slot, you gain 2 points. And so one.

As an AoO, you can expend 1 point per spell level to attempt to counter a spell cast. Make a caster level check vs a DC of 15 + the spell's level and you counter it.

Now it doesn't have to be this idea specifically. The point is to make counterspelling so much easier that it reduces the power level of casters in the game and makes martial characters much more valuable.

When the majority of spells in combat are being countered, martial characters can rise up and become the heroes.

Granted, this doesn't necessarily work for out of combat situations, for which casters can still rule, but since pathfinder is primarily a combat game I was hoping to give martials an edge by reducing the amount of combat ending spells through counterspelling.

This also alludes to one of my favorite quotes about casters vs martials: "You be the magic against magic, I'll be the steel against steel."

Silver Crusade

Okay, but it doesn't really answer the question. It doesn't do anything to improve martials, it just gives the caster classes more power against one another.


The answer to the problem is not to reduce caster actions to frequently zero.

Sure some nerfs (like spell combos) could be warranted. But am against NO FUN FOR YOU answers.


How does this help martials though? They still need a caster around at all times in order to provide counterspells.

Note also that it scales slower than linearly, so high level mages will be counterspelling everything with almost absolute certainty. Actually, this system highly encourages the entire party to be at least partial, if not full, casters. The main way you are going to get spells through high level NPC casters here is to overwhelm their attacks of opportunity (and, similarly, you want to be able to freely counterspell anything they chuck at you in return).

Probably makes clerics the strongest class in the game, actually.


A solution I've been working on is giving some martials a flat bonus to resisting magic that goes up every other level. Our hope is to emulate force of will or denying magic or whatever explanation that tends to crop up in fiction regarding how some warriors can shrug off the effects of spells.


Blakmane wrote:

How does this help martials though? They still need a caster around at all times in order to provide counterspells.

Note also that it scales slower than linearly, so high level mages will be counterspelling everything with almost absolute certainty. Actually, this system highly encourages the entire party to be at least partial, if not full, casters. The main way you are going to get spells through high level NPC casters here is to overwhelm their attacks of opportunity (and, similarly, you want to be able to freely counterspell anything they chuck at you in return).

Probably makes clerics the strongest class in the game, actually.

Interestingly it diversifies the feats a caster might want to take to not only improve their A.o.E.'s but also increase them. Anything to diversify classes I'm, tacitly, in favour of.

I agree with O.P. counterspelling should be easier and I like the idea of a pool of points like Psionics but I agree that the pool seems too big at higher levels. I feel like reducing the amount of points makes it more meaningful as a choice while also allowing the caster to have some fun because sometimes their spells will get through.


Selein wrote:
Blakmane wrote:

How does this help martials though? They still need a caster around at all times in order to provide counterspells.

Note also that it scales slower than linearly, so high level mages will be counterspelling everything with almost absolute certainty. Actually, this system highly encourages the entire party to be at least partial, if not full, casters. The main way you are going to get spells through high level NPC casters here is to overwhelm their attacks of opportunity (and, similarly, you want to be able to freely counterspell anything they chuck at you in return).

Probably makes clerics the strongest class in the game, actually.

Interestingly it diversifies the feats a caster might want to take to not only improve their A.o.E.'s but also increase them. Anything to diversify classes I'm, tacitly, in favour of.

I agree with O.P. counterspelling should be easier and I like the idea of a pool of points like Psionics but I agree that the pool seems too big at higher levels. I feel like reducing the amount of points makes it more meaningful as a choice while also allowing the caster to have some fun because sometimes their spells will get through.

How does this create diversity? Now, every caster needs combat reflexes and some dexterity. That limits diversity because they are locked into a dex secondary role (already optimal for must full casters) and have a feat tax. It also makes an orange prism ioun stone a requisite buy. Not very interesting.


Val'bryn2 wrote:
Okay, but it doesn't really answer the question. It doesn't do anything to improve martials, it just gives the caster classes more power against one another.

There are three and only three solutions to the caster martial disparity:

Improve Martials
Nerf Casters
A Bit of Both

This is in the second category. This is an attempt to reduce the effective power level of casters without actually removing spells or options; it allows them to focus on each other while martials can focus on everything else. It reduces the chance of having combat-ending spells go off and end combat before anyone else can even do anything.

Now, it doesn't have to be through the mechanism I proposed. I just tried to give an example to get the ball rolling (apparently some people missed that and took it as the only option).

The point, as I bolded in the opening post, is that by making the chance of counterspelling easier, it should allow martials to shine more in combat.

This is also primarily a thought experiment, and if there are good arguments against it, so be it. I'm not necessarily sold on the idea, I just haven't seen it before and wanted to bring it to the community.

Edit: and yeah, it probably is too many points.

Dark Archive

I think a good option would be to use the spell fumble and spell attack roll rules from PFU and also give pure martial +1/4 lvl vs spells, and sla's.


This makes counterspelling too easy. I agree that counterspelling should be easier, but it should be an opposed check and include casting stat modifier. I am not even sure that's fair.

In this system counterspelling becomes fairly trivial and makes casting boring because you're expected to counterspell. It would turn the whole game into tactically trying to get a caster free to make a spell. The concept is interesting, but less interesting than actually casting spells.


I think that's a good point, Mr. Pitt.

I had considered writing that in, but at the last minute changed t to how the current system works (at least how it works once you've made your perception check and then had the right spell prepared and had already readied an action).


Unlike several other commenters, I think this clearly increases martial power. Yeah you may need a caster around, but they are forced into a greater % support role and require greater meatshielding from any mixed forces on the enemy side. So yes it achieves the technical goal.

But it sounds not fun at all for spellcasters to sit around nullifying one another all game long. This seems like a dealbreaker as is.


Crimeo wrote:

Unlike several other commenters, I think this clearly increases martial power. Yeah you may need a caster around, but they are forced into a greater % support role and require greater meatshielding from any mixed forces on the enemy side. So yes it achieves the technical goal.

But it sounds not fun at all for spellcasters to sit around nullifying one another all game long. This seems like a dealbreaker as is.

After I made this thread, I pitched the idea to another friend, and he said the same thing.

I love the concept and the flavor of it, but I agree that the end result is reduced fun for gamers at the table, and that's the last thing we want.


Im just gonna throw this out there.

This concept is TERRIFYING with Arcanists... especially purpose built counterspellers.... Arcanists are already one of the only classes in the game that can truly utilize counterspelling in any real meaningful matter


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Quote:
Arcanists are already one of the only classes in the game that can truly utilize counterspelling in any real meaningful matter

Well rangers too.

"I ready an action to shoot an arrow at that caster if they begin to cast a spell or if 5 seconds go by."


Unfortunately, it still relies on being next to the caster to get an AoO. Why is a caster moving up to get next to an enemy caster? Why are they standing there provoking the AoO instead of 5' stepping away?

You want to make it easier to disrupt spells? Increase casting times to 1 round, and I'm not talking full round action that only allows a 5' step, I'm talking you start casting this round and the spell goes off at the beginning of your action next round. This would give every opponent a chance to try and interrupt the spell.


Crimeo wrote:

Yeah you may need a caster around, but they are forced into a greater % support role and require greater meatshielding from any mixed forces on the enemy side. So yes it achieves the technical goal.

Very, very few monster encounters will have a spellcaster around to counterspell your spellcasters, so for the majority of a adventuring career it is doing absolutely nothing. Then, occasionally, a spellcaster comes along and challenges your spellcasters. So, spellcasters dominate just as much as usual except when pitted against other spellcasters.....

Which is exactly what the current balance is like anyway.


bookrat wrote:

There are three and only three solutions to the caster martial disparity:

Improve Martials
Nerf Casters
A Bit of Both

This is in the second category. This is an attempt to reduce the effective power level of casters without actually removing spells or options; it allows them to focus on each other while martials can focus on everything else. It reduces the chance of having combat-ending spells go off and end combat before anyone else can even do anything.

It doesn't reduce the overall power level of casters; it reduces the offensive power of casters (if they're taking on other casters) and increases the defensive power of casters (if they're taking on other casters), while having no effect on battles between casters and non-casters.

If there was, say, a way for a skilled warrior to use a magic sword to deflect a spell back at a caster, that would be a relative nerf to casters. Giving casters an extra ability is not that.

Having said that, it does reduce the chance of a spell ending a combat immediately (in a caster-v-caster battle), so if you don't like 'rocket tag' there's something to be said for it.


Matthew Downie wrote:


Having said that, it does reduce the chance of a spell ending a combat immediately (in a caster-v-caster battle), so if you don't like 'rocket tag' there's something to be said for it.

Except you can't take AOOs when flat-footed, so the first spells of the combat still go off unhindered.

To be effective in these scenarios, wizards will mostly be forced into divination subschool and improved initiative so that they go first and get their important spells off to disable the other caster.


I can imagine a lot of casters taking Combat Reflexes under this system.


Matthew Downie wrote:
I can imagine a lot of casters taking Combat Reflexes under this system.

Fair point actually - it becomes a feat tax for casters in this system between extra dispels and flat footed AOOs.


Pathfinder Rulebook Subscriber

Something I'd probably add to this is making counterspelling provoke, just like casting. (If you take damage, treat the spell level of the spell you're trying to counter as the level you're "casting".) Maybe let you counterspell defensively, but increase the DC by 15 or something.

This lets martials help their own casters by preventing the enemy from counterspelling, lending to the trope of having martials protecting their mages and helping them be more effective. Without the martial there, the mage is purely a defensive thing.


If buffs required concentration, then martials could "counterspell"


Couple of suggestions to reduce the disparity:

• Disallow a '5 step in a round where a spell is being cast, even swift spells.

• Reduce spell durations to end of next turn or 5 min (spells with rounds duration are now end of next turn, spells with minutes duration end at the end of the encounter or 5 min). If a spell originally has 10 or more min/level then a spellcaster can spend 10 min/spell level to cast as a ritual (spending 25 gp per spell level to revert it to the normal duration).,

• require concentration checks for each spell kept in effect, increasing DC based on the # of spells and their level. So keep the base DC 10, increase the DC by 1 per level 9 of each spell + 1 for each level spell after the first.

• decrease casting times to accommodate the rapid spell durations.

• remove/modify Gate and Wish. Make both spells require a week to cast and negatively effect the caster.


Rhedyn wrote:
If buffs required concentration, then martials could "counterspell"

And then the fighter would be very sad when the flying monster smacks the wizard with a damage spell. Martials need buffs, too. Unless you make potions really cheap, but casters can drink those too so it ends up playing out as just a subtle way of increasing wealth by level for everyone(which admittedly does decrease the disparity somewhat).


Snowblind wrote:
Rhedyn wrote:
If buffs required concentration, then martials could "counterspell"
And then the fighter would be very sad when the flying monster smacks the wizard with a damage spell. Martials need buffs, too. Unless you make potions really cheap, but casters can drink those too so it ends up playing out as just a subtle way of increasing wealth by level for everyone(which admittedly does decrease the disparity somewhat).

Martials not needing buffs would also be good.

Perhaps when you get hit while flying you need to make a DC 10+damage fly check or fall. Also increase the range of throwing weapons and sneak attack. Also make throwing weapons able to use strength to-hit.


Snowblind wrote:
Rhedyn wrote:
If buffs required concentration, then martials could "counterspell"
And then the fighter would be very sad when the flying monster smacks the wizard with a damage spell. Martials need buffs, too. Unless you make potions really cheap, but casters can drink those too so it ends up playing out as just a subtle way of increasing wealth by level for everyone(which admittedly does decrease the disparity somewhat).

Very cheap potions helps martials a lot more than they help casters. Yes, everybody saves money, but martials gain a level of self-sufficiency that is vastly more useful than the bit of WBL the Wizard gains (let's be real...the Wizard wasn't spending his gold on potions to begin with). The ability to make economical use of potions of Disguise Self, Darkvision (or Alter Self), Enlarge Person, Invisibility, Fly...hell even Beast Shape I and Gaseous Form...this is huge for the martial. The real benefit for the caster is that he doesn't have to function as a buff-dispenser.

Anyway, take it a step further and allow Quick Draw to produce any small object as a free action (so basically Mythical Quick Draw) and throw in Potion Glutton (without the dumb prereq) and suddenly you've got martials buffing themselves as a swift action on the first round of combat. That's a pretty big deal.


My martial suffered from not having a caster in the game. If you are going to nerf casters then you need to remove problems they are likely to be able to solve.


Such as....?


Diffan wrote:
Such as....?

Removing obstacles such as black tentacles or those create pits spells, or summons.

Getting rid of debuffs, give me buffs(not exactly a problem to be removed, but still) :)


Ok. Conclusions.

First, let's start with the idea itself. It seems that making counterspelling easier is an idea worth pursuing, but making it too easy diminishes potential fun within the game. For example:

Player: I cast Magic Missile
GM: Enemy wizard counter spells it, your spell fails.
Player: Oh... Ok. :(

With round after round of that.

For this reason, I feel that using counterspelling as a way to diminish caster power is not an idea worth pursuing. While we want to make counterspelling easier, we do not want to diminish the fun of the game.

The other issue is that this only limits casters in one potential area (which I did mention in the opening post) and that it doesn't help martials rise up. I did not want to mentioning increasing martial power in this proposal, because there are already some excellent options, such as Path of War or Lemmy's Fighter Fix.

Next, the idea I proposed:

I agree that it is too many points. I like the ideas presented about the troubles with using the AoO mechanism, especially the problems with having to stand next to the caster. I do not agree that using AoO makes this a feat tax, for two reasons:

1) it's not needed for a caster; they would aready be able to do this as is, combat reflexes simply allows them to do it more often.

2) even if it was a feat tax, it's irrelevant, because casters aren't hurt by a feat taxes. Their power lies in spells, not locked behind feats like many martial classes.

Further ideas:

I was also toying with the idea of simply using spell slots to counter (keeping it easy, but sacrificing your spell slots to do it reduces your potential casting power per day). I'm not sure how this would work with point based casters, though.

I love the idea of cheaper potions for martial availability, and I also like the idea of removing the 5' step when casting a spell as a way to increase martials AND decrease casters. And I'm still hoping to see a cool mechanism to allow martial characters to Counterspell (I've seen it talked about, but I haven't seen a mechanism proposed).

Thanks everyone for your great input!


Just give every class spell sunder. Lets see what happens after that.

"Magic!? FRAK YOUR MAGIC!"

Liberty's Edge

Diffan wrote:
• remove/modify Gate and Wish. Make both spells require a week to cast and negatively effect the caster.

Here we go, adapted from Fifth Edition:

  • Every time you cast a spell until you get eight hours' worth of sleep, you take 1d10 damage/spell level. (This damage, similar to Smite Evil and similar effects, bypasses DR and cannot be reduced or prevented in any way.)
  • You take enough Constitution* damage to leave you with 3 Constitution, if it isn't there already. Lesser Restoration, Restoration, Greater Restoration, and similar effects can't reduce this damage; you have to recover naturally (long-term care can help here.)
  • There is a 33% chance that you will never be able to cast Wish again.

    *In 5e, this is Strength and it's reduced to 3 for 2d4 days. Targeting Constitution instead hits casters where it hurts.


  • bookrat wrote:
    I was also toying with the idea of simply using spell slots to counter (keeping it easy, but sacrificing your spell slots to do it reduces your potential casting power per day). I'm not sure how this would work with point based casters, though.

    The point based casters I'm familiar with (3.x Psionics) still use spell levels with fixed base point costs. Any point based caster that uses a similarly structured system would translate over to:

    Expend points equal to the spell being countered.

    Additionally this does address one of the two biggest blocks to counterspelling - having the correct spell available.

    Along a similar vein, what if you could spend a slot of any level, with an opposed roll of Caster Level + Spell Level (possibly + Casting Stat). where == Spell Level cancels out, lower Spell Levels is a disadvantage, and higher Spell Level is an advantage. Granted it is more complexity and still suffers from the problems associated with any action negation.

    The other problem with counterspelling is it requires a readied action which can waste your action in a round if the trigger doesn't happen.

    A feat to counterspell as an immediate action would remedy this.

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