Like the developers said earlier, it "doesn't make sense", the mechanic is how it is solely for balance reasons. So, looking at it from a "does this make sense thematically?" perspective isn't a fruitful endeavor.preggy wrote: Tue Apr 28, 2020 2:15 pm Okay so with that in mind..
Why should people who do heavily - but not completely - invest themselves into spellcasting classes be more at a disadvantage than a mundane person doing the reverse? I.e - Why is a Wizard/Fighter 27/3 More at risk to being dispelled than a Fighter/Bard 27/3
Why should *Not* investing in something, make you intrinsically better at it, somehow?
Would the following be broken? Dispel Effective Caster level = *Total Caster Level - (Higher of"Spellcasting/Mundane Levels - Lower of "Spellcasting/Mundane" levels)* with a few exceptions for prestige classes (Such as Arcane Archer potentially being considered as either)
If you want to use "Dispellability" as a sort of balancing tool for otherwise overpowered builds then things like 3 level monk/rogue dips or 3 level divine dips For skills, AC, saves etc - or 3-4 level fighter dips for feats seem like the sort of things you'd want to be punishing, whereas more balanced and non "Dip" builds like 15/15 Bard Fighter seem like the sort of thing you'd want to encourage without penalising - which is what the current system kinda allows for.
Again - to be clear - i am not suggesting that we just have a huge overhaul of everything, I'm just looking for input and thoughts.
Anything that would increase the CL to resist dispels for casters would be an unnecessary buff to classes that do not need it.
Small 3 level dips aren't the only "problem." Problem in quotation marks because there is no problem, as long as the dispel counter-play exists, but if you remove that, it is one. Spells in general are more powerful than passive abilities that are "on" constantly, and in PvP, that's balanced by the fact they can be gotten rid of, unlike the passive abilities.