| Buggman |
A solution that I've been working on has been to flatten out some of the higher-level bonuses and bring back the concept of memorization time.
The Epic-Level Handbook messed a lot of things up, but what it did get right is that if the BAB/BSBs continued to climb at the disparate rates given for levels 1-20, you would quickly end up with situations where to merely threaten one character required something that was instant death to another. However, we're already seeing this at teens-level playing, so why not apply it earlier? Thus, I'm playing around with a few concepts left over from 1st edition AD&D:
* After 10th level, all Saves and BAB for every character rise by 1 every three levels, period. The fighter still has a distinct edge over other classes to hit, but you don't have to make everything adamantine just to give him a chance to miss.
* Likewise, after 10th level, hit points are granted at a low number per level (+1 to +4, depending on class, no Con bonus). You no longer have to incinerate the wizard to singe the fighter.
In turn, some automatic bonuses to damage rolls and/or AC (the latter especially if you're stingy with magic items like I am) might be appropriate.
In order to even out the wizards and clerics, memorizing/preparing/whatever spells is no longer a simple 15-minute exercise for every spell you can cast. Rather, it takes 15 minutes per level of each spell prepared. Spontaneous casters likewise have to meditate the same length of time in order to get spell slots back.
Even at first level, a wizard needs the better part of an hour to reload (assuming that he used up all of his spells the day before). At 10th, he needs over 11 hours to completely reload, and at 20th, a wizard would need about three days to go from completely spent to completely prepared.
In addition, the caster must get a certain minimal amount of rest to prepare spells: 4 continuous hours for levels 1-3, 6 for 4-6, and a full 8 for levels 7-9. This means that one ill-timed late night random encounter could make it impossible to get that Disintegrate spell you used up yesterday back.
These rules, employed by a DM who doesn't let his PCs get away with the "15-minute adventuring day" by playing the monsters of the area proactively or using random encounter tables, would even out the spread of abilities at high-level play. Sure, the PCs will need to retreat from particularly deep dungeons to fully rest up from time-to-time, but doesn't that make a bit of sense anyway?
Shalom. (Or Absalom, for you Golarion types. ;))