| Brem |
Martials need to be better. The current bar set by casters is so high, that martials need to be legendary in order to reach it. Mind Control, Teleportation, are superhero level powers. No amount of adding to fighters keeps them from sucking when 4 casters all cast dominate person or a similar on him/her in the 1st round of combat.
I usually just play the rules as written. As my group went back through the years and recounted our most memorable characters more of them were martials than casters so there is something not quantifiable there at work for my group.
I sometimes make a few changes when I would want to limit magic power.
Here are some.
Fatigue line effects mental stats as well as physical. (Kirth I believe does this as well)
Wizards and Sorcerers MUST have some specialization. I usually use three tiers. There are two Primary Schools, three secondary schools and the rest. They can use 0 - 3rd level spells from all schools. 4th - 6th level they can only use universal and their secondary/primary school spells. 7th - 9th they can only use universal and primary schools.
Sometimes I change it to lose a school at each new spell level but this is more bookkeeping.
Divine are similar except spell lists are not organized into schools but instead spheres of influenced based mostly on domains. They get all domains of their deity. 2 at first adn the others at later levels. They van cast all 0 - 3rd level spells on spell list. 4 - 6th level within any sphere of power they have chosen (9 Larger list of spells than current domains) and 7th - 9th within only their 2 primary spheres of power chosen.
This reduces the ability to do everything but in play I see high level casters still very effective.
The final piece is this, and it is perhaps the most important, I let certain spells be cast within different schools. Someone wants healing to be in necromancy and can explain how that works for their character... GREAT, they have cure spells that are officially school necromancy. Someone wants mage armor to be abjuration... sure. Sometimes this changes some aspect of the spell, but oh well. If players can argue it, cool.