But I still don't understand, WHY is it you want to force your Wizard players to spend their money on equipment the way a Fighter does? Wizards DO have to spend their money on equipment... but their equipment is their spellbooks.
Which, as a previous post showed, by 20th level that consists of 30 gp by 20th level, a drop in the bucket.
How is a Wizard spending his money on offensive and defensive spells any different than a Fighter spending his/her money on weapons and armor?
Mostly because wizards aren't required to spend money to get vastly better at doing what they're doing, fighters are.
A Wizard's spells are his weapons, armor, and everything else combined.
What you're proposing for your Wizards is the same as telling your Fighters that they have to spend their Feats to be proficient with each weapon from the Martial list instead of getting all of them as part of their class abilities like the book tells them they do.
Exotic Weapon Proficiency.
Plus, I haven't said (at any time) they have to spend money to learn ALL their spells. They'd get (at least) 1 per 2 levels. More at first, more if they specialize. Based on suggestions from here, I have considered giving them 1 for 1 for free.
That's why everyone here is objecting to your proposal, because a Wizard has nothing BUT his spells... without them he is nothing but a Commoner with high Intelligence.
Think on low level or trainee wizards from stories. They shouldn't be much more than commoners with high int. Similarly, fighters aren't as good at killing things at low levels, better than wizards but certainly not veteran soldiers or legionnaires.
If you're seriously having problems with casters dominating your game for some reason, a good solution is to not allow single-classed casters, and require all spellcasters to multiclass as something else, with no more than half of their levels being in a pure magic-using class.
That's an option I guess.
I've seriously never come across a problem with Wizards, or any other casting class, dominating the game, except for ONE time, right after 3rd Edition came out, and I think your problem MIGHT be he same one we had. Our DM was allowing our party to pull out of literally ANY situation and rest for a full 8 hours ANY TIME WE WANTED TO, so the casters had no reason NOT to go into any situation guns blazing alpha-striking anything and everything. And yes, our melee combatants felt pretty useless, because by the time Joe Fighter had run up to get into the fight, the Mighty Wizard had literally vaporized the entire opposition, and then called for the party to retreat and rest for the night so we could go back into the dungeon (or whatever) to do the same thing in the NEXT ROOM. The DM gave us no penalties of consequences for pulling out and coming back over and over again. And in THAT situation, and that situation ONLY, were the casters dominating everything.
What about situations where they burn through the whole dungeon because of foresight and knowledge of the creatures inside without having to leave and reinforce? More accurately, what about situations where the wizard is able to keep the party in the dungeon without having the opportunity of midnight attacks? There are several spells which stop this problem.
Does that sound like the problem you've been having? Are your casters opening up with everything they've got in every fight and rendering the opposition down into glowing, radioactive soup-stock? If that's the case then it's no WONDER you're frustrated with magic-users. You just need to not allow then to go into every single fight totally fresh with a full spell list.
No, it doesn't sound like the problem I've been having. My issue isn't with them nuking the world. Granted, it is a concern but it is not my root problem. My problem has to do with the choices or options that the wizard has. I have problems when they use 3 divination spells, teleport in, nuke everything, teleport out. I don't appreciate when the wizard single-handed decimates an army but my issue is when they act as a single person strike team. Reducing the number of spells they know and then forcing them to buy scrolls to learn said spells means they'll think twice before acquiring spells which make them god-awfully strong.
If that's NOT the case, well, I don't know what to tell you. It's your game, and if the magic-users are making you pull out your hair in frustration because they're always crazy-prepared and always have JUST the right spell ready for EVERY situation... well, maybe you need to take a closer look at exactly what spells your Wizard actually has prepared. Because, after getting past that initial new-to-the-system NUKE EVERYTHING phase, our Wizards and Clerics usually had 1/4 to 1/3 of their spells left over after most adventures because they simply weren't useful to the situation, I've never seen a game where a Wizard used every single spell he had prepared unless he just loaded every single spell-slot with nuke after nuke after nuke. And yeah, they DID do that, at first, but after a while literally EVERYONE who ever played a caster in our group got sick of being nothing but artillery and started taking utility spells in addition to attack spells, and had a lot more fun with the game when they did. After once or twice when they pulled out a KNOCK spell when we came across a door we couldn't open any other way, or had some nifty utility spell that made a puzzle or trap a LOT easier to solve, they realized the fun of being versatile instead of just being unholy glowing nuclear death all the time.
My problem is when magic is used as a front line option. It was heavily discussed in the detect magic vs illusions thread that a simple cantrip can find most things that are needed to be hiding. Spell durations are often very long for utility spells. While they may only prepare 1 or 2 a day, those spells can be more effective than a fighter or rogue's natural abilities. A knock spell, or item of knock, reduces the need for a rogue's ability to unlock doors. Invisibility and flight means a wizard can avoid being found and killed. Greater invisibility vastly outweighs the benefits from a stealth check.
Now, I'm not saying that casters won't eventually be the most powerful characters in the game. They WILL be. It's always been that way, always has been and always will be, ever since 1st Edition, ever since OD&D. It's the nature of the game, and the nature of the GENRE; Merlin amazing the Knights of the Round Table with powers and abilities that none of the Knights could even dream of, and Gandalf standing on the bridge in front of the Balrog yelling "FLEE YOU FOOLS! Swords are of no use here!" and all that kind of stuff.
Gandalf didn't go around throwing spells ALL THE TIME. He was also a much higher level than any of the people in the fellowship. I mean he
was an "angel".
I've heard tales from editions prior to 3rd in which wizards had a MUCH harder time locating, learning and using spells. None of which significantly applies in 3rd. As 3rd is the only edition I am familiar, I'll stick to it for my examples. As Pathfinder is the base system I'm proposing the rule, I find points about 1e and OD&D to be moot.
I just don't get where you say that the Wizard is ALWAYS better than the Fighter and ALWAYS going to win a fight.
When I was saying ALWAYS better, I meant since 3rd which is where my knowledge source is based. I mean they ALWAYS kick butt vs other classes. Not that they have ALWAYS done it.
Yeah, at 1st level a Wizard can have Sleep. And any Fighter is going to have a more than equal chance of shrugging the spell off. <snip> The Wizard has 3 spells if he's specialized in a school, the Fighter has attacks with his weapon until he's DEAD.
That wizard can't prepare 3 sleeps?
If (as you suggest) a fighter has a roughyl 50/50 chance of shrugging it off what is to stop the wizard from casting it again? At level 1, the fighter probably isn't doing much (per round) against the wizard either. That drops the chances over 3 rounds from 1/2 to 1/6 of not falling asleep? But yes, I'm babbling.
But I'm babbling now. I just want to stress that spells are ALL A WIZARD HAS, and he is designed to be VERSATILE with them.
It is this versatility I take exception to.
Whereas a Fighter has his main weapon, backup weapon, armor, shield, and utility equipment to play with, a Wizard has... just his spells.
Whereas a fighter has had to spend money on his main weapon, backup weapon, armor, shield and utility equipment to play with, a wizard has... just his spells.
any more than you would force a Fighter to buy a certain weapon or armor because you thought it would be cooler if he used an axe or a glaive instead of a sword.
IF and I stress, IF I said that the wizard had to take an illusion spell over a conjuration spell would this be a little bit true. I don't specify which spells they can take, nor do I pick their school.
Every time the Wizard spends a gold piece buying a new spell or scroll, he IS buying equipment, just like the Fighter buying a new weapon or adding an enhancement to his armor.
Yes but the wizard doesn't have to currently. He can very simply get away with spending no money on his equipment, or at least not having to spend money on his base mechanic - like a fighter or a rogue must.
I would just like to add one more thing: the Wizard needs equipment just as much as the rest of the party. Aaron L already mentions staves and wands, but the arcane casty-types need Rings of Protection, Cloaks of Resistances, Headbands of Vast Intelligence, Amulets of Natural Armor, Bracers of Armor, Robes of the Archmagi, etc., etc., etc.
Non-casters don't benefit from rings of protection, cloaks of resistance, belts of strength (and dex and con), amulets of natural armor, bracers of armor/actual armor, [insert misc. wondrous item here], etc.? I guess I've been making my characters wrong.
They need these items as bad as the fighter needs his +4 Mithril Full-Plate and +5 Ghost Touch Keen Holy Greatsword.
The fighter has to pay for his +4 mithril full-plate and his +5 ghost touch keen holy greatsword in addition to the stuff above. And .. see the next 2 quotes...
Why? They have spells, why do they need items?
Because a Wizards spells ARE his weapon, armor, shield, lockpicks, musical instrument, and maybe even his backpack, food, and water, too!
And a fighter isn't his weapons, a rogue isn't his lockpicks. They need to invest in such things.
With equipment appropriate for his level, that reduces the spells he has to use to defend himself and lets the Wizard prepare utility spells, save or suck spells, and blasting spells to his heart's content.
Leaving him more spells left over. Increasing the number of save or suck(or save or die), or blasting, or teleport, or divination, or whatever he wants. Once again, my issue is the vast array of options each of which turning a wizard from a simple commoner into a master-whatever he wants to be at that time.