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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. ;))


First time post here.

Rewriting the whole system seems a bit unnecessary, though I do agree that wizards and sorcerers get absurdly powerful at high levels. I'd go with a few simple changes:

1) I like the idea of bonded objects being needed for casting higher-level spells--say, those above third.

2) Adjust the character's effective initiative by -1 per spell level. This adjustment does not carry over into succeeding rounds, any more than the fact that a fighter is spending five seconds out of his six-second round parrying and feinting does.

3) Rule that a caster who is casting a spell is obviously doing so, by gesticulating and speaking in a loud, clear voice (depending on the components of the spell), making him a target for anyone within reach or with a missile weapon. Obviously, AOO still apply for those in an adjacent space. This gives enemies the chance to try to disrupt the spell--and they'll certainly have the motive to make hitting the wizard a priority!

4) Create a rule that magics can be sensed in an increasing radius by casters of the same type (arcane/divine) who make a Spellcraft check. In fact, remove the Detect Magic spell and put in a mechanic for "magical sensitivity." This gives even high-level casters a motivation to be cautious about showing off their power. (Think of Gandalf being concerned with using his magic to light a fire on Cadharas.)

In my own campaign world, sorcerers must be half-Elves, since it is something about the mixture of bloods that gives them such a natural talent. Half-elves, due to the in-game actions of my players over the course of many years and campaigns, are widely feared and hated, and even actively hunted by specialized forces of Elves. This gives them reasons for wanting to keep their heads down socially without having to change the rules to "nerf" sorcerers. (I'll be doing some tinkering with the PF bloodlines to reflect different Elven families to fit the setting.)

Just some ideas.