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How would you houserule (nerf) magic at high levels.

Herremann the Wise said:
Now in D&D, I think a lot could be done to accomplish this (that really hasn't been so far). I think it is an important goal for any new edition (as if this will ever happen given the trend thus far) to mundanely increase the power of the fighter while keeping the mystery and power of the wizard (but getting rid of spells that serve no more purpose than to tread on the toes of other classes abilities). If supernatural abilities get added or folded into the mix, the so be it but a high level mundane fighter should be able to control a battlefield by their presence alone. It is up to the designers though to do this.
4e actually does this - look at the fighter's powers, most of them are "hit things really hard" the encounter and daily just allow the player to assert some narrative control as to sometimes hitting things even harder. The movement powers too, just allow the player to dictate the battlefield in a non-magic way (even "come and get it" the one most of the arguments are over is not magic, it's narrative control). Of course, many people have an issue with this as "not feeling right" usually in the form of too much like magic - and it's certainly not everyone's cup of tea, but can't say 4e does not make the attempt.
I agree with you that 4e gave the fighter more of what "I" think the fighter should be. I think if you melded in aspects of the 4e warlord then you are starting to get where I think a "fighter" as against a "warrior" should be in terms of high level design space. However, (and again only in my opinion) I still feel like 4e partially botched magic in general the and wizard in particular (carrying on amplifying certain elements of 3e "over-magicking" that I did not like and completely nerfing other aspects that take all the colour out of playing a wizard). The underlined bit of my quote that is in line with the thread topic is what I think will not change as D&D progresses into further editions. Give wizards powerful things to do that others cannot, but make it mysterious, dark and dangerous.

Best Regards
Herremann the Wise
 

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Mort

Legend
Supporter
I still feel like 4e partially botched magic in general the and wizard in particular (carrying on amplifying certain elements of 3e "over-magicking" that I did not like and completely nerfing other aspects that take all the colour out of playing a wizard). The underlined bit of my quote that is in line with the thread topic is what I think will not change as D&D progresses into further editions. Give wizards powerful things to do that others cannot, but make it mysterious, dark and dangerous.

Best Regards
Herremann the Wise

Actually 4e had an amazing idea to make magic more mysterious, dark and dangerous - as well as better balanced: rituals. Some of them are quite good on this level: knock for example takes 10 minutes costs money AND costs a healing surge - no longer the rogue emasculating spell it used to be - but still useful. Or cure disease, esentially magic chemo, it might cure you - or it might kill you quicker than the disease itself. Rituals are exactly how I like magic, potentially powerful and useful but with enough drawbacks that they are not the quick, immediate and obvious solution. Of course people complain about rituals - they take too long, they're too expensive etc. etc. So no matter what is proposed, can't please everyone.

It really irks me that essentials took a step back from rituals, I believe they should have refined them and made them more part of the play experience not buried them.
 

Hautamaki

First Post
I think that as long as we're discussing nerfing high-level magic users, we need to also discuss buffing low-level ones--especially wizard/sorcerer d4 hd types that are completely useless without their spells (druids, bards, and clerics are at least decent at physical combat).

I think a lot of the 'balance' of the magic using classes, especially sorcerer and wizards, is that they are supposed to be weak until around level 5-8ish, and then be about equal around levels 6-14ish maybe, and then be the strongest after that. So that over an entire 20-level arc, they ARE balanced. The problem is that within that arc, they are only actual equal in strength around the middle levels; at low levels they are too weak and at high levels they are too strong. I believe this was an implicit design goal, and in fact the designers accomplished that goal nicely. I just don't think that in reality most players very often run an entire 20-level campaign; most players tend to start at a middle level (since the low levels are quite imbalanced against magic users and very swingy in general) and the campaign runs for a while but rarely gets all the way to 20th level or beyond as people usually have real-life issues or just lose interest long before then.

What I would do to balance casters overall then:

First off, low level clerics, druids, and bards are fine imo. They have weak magic but are decent enough fighters to make up for it. Wizards and sorcs are crap though so I'd make sure that wizards and sorcs have at least 10 spells per day; cantrips and 1st level, at first level.

Secondly, magic users tend to gain in power too rapidly over time, so they eventually greatly surpass non-magic using classes. Therefore all magic using classes would gain fewer spells per day on a level up. Probably only 1. So that 20th level magic users still only have around 30 spells per day in total. However, I'd allow them to assign a greater proportion of their spells per day to higher level spells if they wish. So that a 20th level caster might have something like 3 spells per day from each level, plus 3 more of any level. Something like that anyways.

Thirdly, I'd get rid of or greatly change some of the spells that really break the game. Spells like polymorph that can either change yourself into a dragon and own the hell out of an equal level fighter, or turn the enemy into a bug... basically instant kill spells like that would have to go, or be made almost impossible to use (which is the same as just getting rid of them really). Also, spells that break the DM's ability to design dungeons or adventures should be greatly changed or just eliminated. Scrying-type spells (DM designs a bunch of clever clues for the PCs to uncover the plot, wizard just casts scrying, now what? Either it doesn't work, and wizard player goes 'wtf, why did I take that spell if it's never going to work >.<' or it works and the players just win, yay) teleport spells (DM designs awesome dungeon crawl, wizard just teleports to the end, yay) knock/passwall (DM designs awesome trapped door for party rogue to figure out, wizard casts spell, door is bypassed automatically, yay)

Of course, plenty of people are going to say that it's up to the DM to design dungeons taking this magic into account... but these are spells that either work or don't, and there's no good answer there. If they don't work, the magic user player is just going to be pissed that he wasted his limited spell option on a spell that does nothing for him just because the DM says so pretty much, but if they do work, all the other players are wondering what they are even doing there since the magic user can take care of everything with magic anyways.

So yeah, gotta go, but that's about it in a nutshell.
 

It's a little hard to answer this, as I'm not sure if this is based on a specific set of rules. I assume 3.x, based on the responses. I think 4e is reasonably balanced in this regard.

Thus my point stands - if wizards are less good at finishing a combat with damage, but have more general utility, where is the problem? Presumably in the save-or-end-fight spells (which are a bit of a gamble - and is the issue the presence of the spells or the ease of cranking up save DC? What if save DCs were always 10 + half caster level and saves were always + half defenders level, and classes have one strong save with +2 on top of that - and all ability bonuses were ditched (both on DC and save)? Would a base 55% save against equal level foes be OK? or should it be a better chance of saving? Perhaps DC is just 10+ spell level with no improvements, so 1st level spells are always just DC11 to save?

This is exactly what 4e does to fix the spellcaster DC problem. The differences between defenses (especially for monsters) are low, so a controller can't just "pick the weak defense" and "guarantee" it will work.

In 3.x, a PC mage would use his one high stat to determine spell DCs. He could dish out Hold Monster against any "big dumb monster" while PCs offered a choice of saves to target compared to an evil mage's smorgasboard of powers, like Disintegrate or Finger of Death or Flesh to Stone (Fort), Otiluke's Resilient Sphere or Sunburst (Reflex), Glitterdust (Will).

(I once knew a player who didn't know about the "big dumb monster" effect and taught it to him. His wizard became much more powerful, until the next encounter when he faced a "big dumb monster" that wasn't actually dumb, was an aberration (high Will save) and had a permanent Freedom of Movement effect. I was playtesting a product, so... Anyway, the DM can't just keep doing that.)

It got even worse with magic items. NPCs needed a certain amount of magic items to be effective, and they got less than PCs of equal level, so they'd always be weaker. An NPC mage only needed two items (one item to boost their key stat, and a cloak of resistance). An NPC fighter needed at least four (a stat-boosting item, a cloak of resistance, a magic weapon, magic armor and maybe a shield and an AC-boosting item or four...) Since fighters were so much more item-dependent, an NPC fighter ended up being a lot weaker than an NPC wizard. (Contrast with 4e, where NPCs are monsters and can go into battle naked except for carrying a weapon or implement and still be a reasonable threat for their level.)

Some monsters that were "mageproof" (like high-level 3.5 fiends) were often fighter-proof as well. When a monster has spell resistance that assumes the PC mage will take Spell Penetration (I'm thinking pit fiend) and also regenerates from anything that isn't, say, holy silver, it makes it very difficult for a mage to kill them and nearly impossible for a fighter without a very specific spell [Align Weapon] from a PC cleric. (Fortunately, you're very unlikely to face a pit fiend without some kind of warning.)

In 4e it helps that two stats contribute to each defense (use the higher one) so it's actually pretty hard to have weak defenses. IMC (I'm the DM) one PC is a halfling rogue with a very high Dex (started at 20, and had to sack a lot of points to get it that high) and took a buckler feat to boost his AC to at least 2 points higher than usual, so he's really hard to hit... but wimps out when facing spellcasters, psions (it's Dark Sun), etc. It's his choice to min-max that way though; it wasn't imposed by the rules. Another PC is a thri-kreen fighter, and his only low defense is Ref. A 3.x fighter, however, was pretty much guaranteed to have a weak Will save, even if they took Iron Will. (Barbarians, especially in 3.5, had it a bit easier as they could crank their Will save with rage, and evil mages might still think they're a "big dumb" monster.) Rogues probably had it even worse, as without extra feat slots, it's a little hard to try for both Great Fortitude and Iron Will, and both based on lower ability scores too!

4e control effects are also quite weaker than those in 3.x. They never have a duration other than "until the end of your next turn", "until the beginning of your next turn" or "save ends". Some 3.5 spells (eg Hold Monster) tried this, but if you target someone with a weak Will save (like a rogue) they'll just fail "every" round anyway.

Is it the plot bypassing spells? What if they were rituals that could be learned by anyone with the appropriate feat (as per 4e)?

Depends on the spell. A time cost is probably more important than a gold piece or feat cost. I think Teleport should be really limited (eg only through teleportation circles), which at the very least means the DM is going to think about the plot when placing said circles. Clairvoyance is fine if it has a reasonable range (Dark Sun gave it a range of only 10; I think I gave it to an NPC but gave it a range of ... 20).

Another issue that wizards had in 3.x (something clerics didn't) were "non-standard" defenses. Greater Invisibility was killer. You could play a ranger, crank your Spot, and you were still going to fail. NPCs could waste actions trying to throw around clouds of flour (and now you need rules for that...) But it was worse when the party faced a mage. The wizard could cast See Invisibility, but onlly they could deal with the enemy mage now. The cleric could cast Invisibility Purge, which had a range of ... useless.

Contrast with 4e, where attacking while invisible is next to impossible and even if you are invisible, it just means opponents are at -5 to hit you (a pretty good defensive buff all-round; while an effective +5 is pretty sweet, the mage is running on a lower AC to start with) but still know where you are unless you can make Stealth checks (you probably are pretty bad at this if you're a mage) and suffer a significant penalty to this if you move more than 2 squares, the penalty exactly matching the lack of a bonus a character untrained in Perception gets, meaning Skill Training (Perception) doesn't become a required feat for fighters.

I just gave a list of nerfs, though, without any buffs. Wizards are squishy, especially in a system with few buffs (eg 4e). The key, I think, is to give them a "specialty" but not to go too far at it. In 4e, wizards are generally better at AoE and at control effects than other classes in the PH1, but don't dish out as much damage to single targets as a striker. I think that's pretty reasonable. I'd like to see more wizardry in 4e though; right now my party's controller is an arcane bard.

How many times do people only realise when pointed out that certain spells have longer caster times (Sleep, Silence, Summoning etc.)?

I remember complaining about how 3.x druids couldn't pull off summons due to the casting time, until I was told that full-round action spellcasting only means the druid can't move while spellcasting. The summoned monster appears and attacks immediately; the spellcasting can only be disrupted if someone gets an AoO on them, or if someone readied an action. If someone hits them two seconds later, too late, the spell's already gone off.

How many times is the wizard forced to make a concentration check when casting (in other words readying to disrupt a wizard through damage)?

Pretty often any time I'm DM. :)

Do people realise that concentration checks are now more difficult than before?

Apparently not. I didn't know this. Is this a Pathfinder-specific thing?

Not quoting:

I saw some really poor suggestions earlier in the thread, like "roll to know which spells you learned this lesson". Not only could you luck out (or do the exact opposite) but that's a direct screwjob on the wizard player. I'd rather address core problems, like save DC vs save or broken spells.

And here I was worried I'd just talk nerfs; the person above me talks buffs :)

I think that as long as we're discussing nerfing high-level magic users, we need to also discuss buffing low-level ones--especially wizard/sorcerer d4 hd types that are completely useless without their spells (druids, bards, and clerics are at least decent at physical combat).

What I would do to balance casters overall then:

First off, low level clerics, druids, and bards are fine imo. They have weak magic but are decent enough fighters to make up for it. Wizards and sorcs are crap though so I'd make sure that wizards and sorcs have at least 10 spells per day; cantrips and 1st level, at first level.

Yes. Pathfinder gave cantrips for free. I think I would have made cantrips more powerful (I would make magic missile a cantrip) but more powerful 1st-level spells (eg Sleep) would remain there. Wizards need to have as many spells to last as many encounters as an equivalent-level fighter. A 1st-level wizard with two or three spells was really frustrating. You couldn't even spare a slot for Mage Armor!

Secondly, magic users tend to gain in power too rapidly over time, so they eventually greatly surpass non-magic using classes. Therefore all magic using classes would gain fewer spells per day on a level up. Probably only 1. So that 20th level magic users still only have around 30 spells per day in total. However, I'd allow them to assign a greater proportion of their spells per day to higher level spells if they wish. So that a 20th level caster might have something like 3 spells per day from each level, plus 3 more of any level. Something like that anyways.

Be just a little careful with this. Spell point systems (and psionics) had this problem where high-level casters/psychics still rocked the field because they could pool their resources into the better, higher DC-attacking spells/powers anyway. But I agree; the solution is a pretty good fix for the linear warrior quadratic mage problem.
 
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Dannyalcatraz

Schmoderator
Staff member
Supporter
I saw some really poor suggestions earlier in the thread, like "roll to know which spells you learned this lesson". Not only could you luck out (or do the exact opposite) but that's a direct screwjob on the wizard player. I'd rather address core problems, like save DC vs save or broken spells.

It does address certain core issues: by sheer force of statistics, it will prevent the caster from learning all of the "broken" spells. He will not have a "hand full of aces." (It worked well in the first decades of the game.)

It models the way people actually learn things. Just because you study something doesn't mean you'll actually learn it, and vice versa. I could study post-intro level calculus mathematics the rest of my life and not get it. Just because I have a pile of books on one topic doesn't mean a single article can't produce an epiphany of understanding of something I was only paying marginal attention to.

As for screwung the Wiz, it is also something that could be applied to other classes if need be. Sorcs? They get few spells known, so I don't see it as an issue. Classes that know their whole spell list? Depends on that list...maybe it needs compartmentalizing.
 
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It does address certain core issues: by sheer force of statistics, it will prevent the caster from learning all of the "broken" spells. He will not have a "hand full of aces." (It worked well in the first decades of the game.)

No, I think that's a terrible balance idea. That's like rolling for stats. You're only this good 1/18 times (well, less than that, since I suck at math, but you get the idea).

It models the way people actually learn things. Just because you study something doesn't mean you'll actually learn it, and vice versa. I could study post-intro level calculus mathematics the rest of my life and not get it. Just because I have a pile of books on one topic doesn't mean a single article can't produce an epiphany of understanding of something I was only paying marginal attention to.

RPGs aren't supposed to be real-life sims. There was a thread discussing this topic a week or two ago.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
No, I think that's a terrible balance idea. That's like rolling for stats. You're only this good 1/18 times (well, less than that, since I suck at math, but you get the idea).

Your "terrible" may be someone else's "cool.

RPGs aren't supposed to be real-life sims. There was a thread discussing this topic a week or two ago.

Opinions vary in how much sim is good in an RPG...
 

I'm A Banana

Potassium-Rich
ProfC said:
No matter where you look, it's almost 100% warriors and fighters doing insane over the top impossible and, yes, supernatural stuff

That makes a good case that this sort of thing should be the assumed in D&D.

But D&D's wargaming roots work against the fighter, here. They're not supposed to be mythic or legendary or mystical. They're supposed to be realistic. While nothing else in the D&D world labors under that assumption.

Even 4e steers as clear as it can from the "cutting the tops off of mountains" kind of power. Epic level daily powers are still just "I HIT HARD" or "I CAN TAKE A LOT OF DAMAGE."

Wizards (and everyone else) just ALSO fall into this camp, now.

Though I'm with you in thinking that it shouldn't. And also that something like Wish shouldn't be an assumed part of a wizard's power, but rather something they acquire like a fighter acquires his +5 Vorpal Sword -- quests, adventures, epic undertakings where the thing serves as the prize for a mission well performed.

The only problem is when you try to mix "realistic" fighters with mages who get to do anything any wizard in fiction ever did.

And it's not a problem of "power" or "balance." It's not mechanical. It's more about the effect the character can have in the world, and how. A fighter can have a big effect in the world, but they rely on the DM to give it to them (they become a leader, or a king, or whatever). A mage has a big effect in the world simply by virtue of the things they can do. Which isn't fair. Fighters need that effect, too, and mages need to work as hard as fighters do for this effect.
 

JoeGKushner

First Post
the concern here seems to be keeping magic and melee equal.

This shoudl only be a concern when the players are fighting against each other.

Wizards and other spellcasters get nerfed many ways.

Many high levle enemies have spell resistance.

Many extraplanar entities have huge swathes of immunity to the most damaging of types like fire, lightning, acid, poison.

If it is truly a need to 'weaken' magic, I'm just going to go the opposite route and provide some of those common resistances to the warrior types in the game as built up immunity from hanging around all those powerful spellcasters all that time.
 

I remember complaining about how 3.x druids couldn't pull off summons due to the casting time, until I was told that full-round action spellcasting only means the druid can't move while spellcasting. The summoned monster appears and attacks immediately; the spellcasting can only be disrupted if someone gets an AoO on them, or if someone readied an action. If someone hits them two seconds later, too late, the spell's already gone off.
Actually, a casting time of "one round" is longer than a casting time of "one full-round action." The former is Summon Nature's Ally, the later is a spontaneously metamagic'ed standard-action spell. The former can be interrupted on the enemy's turn, the latter only by a readied action. Rapid Spell is basically a must-have for druids that plan on doing any summoning.

I have to say, in general, a lot of the problematic spells and abilities are quintessential kinds of magic from folklore. Shape-changing is totally iconic, so I couldn't see ripping it out altogether -- though I have seen many fixes that make it much more balanced. Scrying is also a staple, but the information gained isn't an auto-win even if it isn't blocked (you could take the LotR solution where scrying is only possible through Crystal Balls which are beyond even a demigod's power to create). Mind-reading is also iconic, though there are mundane methods to foil that (working through intermediaries). Certainly you can change the level of these things, or the mechanics of how they work, but the things magic can do in myth and legend should be included in the game. It isn't necessary that every wizard be able to do every one of these -- you can have the Beguiler/Warmage/Dread Necromancer approach, or a variation of 2E's %-to-learn and max-spells known -- but they should exist as spells that some casters can use.

Personally, I'd nerf magic by increasing casting times (1 round for all but melee touch spells), by vastly reducing the number of buffing spells and effects, giving nearly every spell a save, and making saves scale so that they are easier to make at high levels. Mostly the BECMI magic system and spell selection or spells that would fit in that system, possibly combined with at-will cantrips or carefully constrained reserve feats. Looking at BECMI, the power curve for spells is much flatter in general. In particular, conjurations and defensive buffs are often higher-level than they would be in 3E; see Create Normal Monsters, Conjure Elemental, Survival, and Immunity.
 
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