| Fuzzy Skinner |
Wow, I honestly forgot about this soon after I posted it.
Whale_Cancer: Not sure what you mean by "5 minute-work day". Is this a misplaced hyphen, or...?
Auxmaulous: I am indeed deliberately reducing the damage done by spellcasters. My rationale is that, if someone could spend the first third of their lives (the equivalent of elementary to high school + medical school IRL) learning about magic, and then be able to do the kinds of things you normally see in D&D, there'd be little reason to train people to do "normal" combat. The world would be ruled by mages, with virtually no opposition save for the few "good" mages. (This, incidentally, is the plot of both the first Elminster book and the D&D movie from 2000.)
In my setting, mages are rare (not as rare as, say, LotR); for most mages, being able to turn invisible or launch two magic missiles is a major milestone. Heck, most of the 'masses' don't even know that spells such as Monster Summoning exist. Since the more common spells are fairly weak in combat, most low-level mages don't go adventuring.
The good thing about 3.5/PF is that cantrips still have some use in combat (unlike 2e, where 'cantrip' was a single spell that was expressly defined as being unable to do anything combat-wise). And since they aren't expended when cast in PF (though I think I might limit the bard's Summon Instrument to 1/encounter), they can be used over and over.
I do like your idea of having all spells take a full round to cast; I might do that for some of the more damaging spells.
Don DM: What you're describing is very similar to the "group initiative" rule from 2e, which we used during the 2e session I ran. I basically improvised the order based on the makeup of the party; the half-elf bard's action happened first because he was fast with a fast weapon, the halfling thief went second because he was slow but had a fast weapon (daggers), and the elf mage went last because he had the slowest weapon (quarterstaff). In PF, I'll probably use everyone's initiative bonuses to determine the order of action on a particular side.
While I would prefer more "realism", group initiative is a good compromise between being quick and being less static.