MichaelSomething
Legend
But I want to be a sexy shoeless god of war!
This is why wizards are exponential.
It's not that the spells get better as the spells are higher levels. That's fine. It's that ALL the wizard's spells get better as the wizard advances in levels. Instead of having 3-5 really useful spells and a bunch of minor stuff that's not terribly effective because it's too low level, the wizard has 16 perfectly viable spells that he can mix and match to extremely great effect.
This is a systemic issue that's endemic to all casters. The spells not only become more powerful as you go up in spell level, but the lower level spells continue to gain in effect as the character rises in level, thus making him significantly more powerful than any non-caster. It's not a case of a couple of problem spells at all. That's never really been a big issue. It's a baseline problem that infects all casters.
Buug said:And how is "spells must scale in effectiveness with caster level" inherent to a Vancian system? Hint: It isn't.
A problem with the 'flatter power curve' some people are advocating is that it breaks most campaign settings. If a 10th level character can be downed by half a dozen first level characters, there will be no solo 10th level characters in the world, as they'll have all been slain by the first group of mercenaries looking to make a name for themselves that hears of them. Hiring a squad of goons to take out your enemies becomes far cheaper and easier than doing it yourself. It ceases to be plausible that a dragon could terrorise any decent-sized settlement, because he stands a good chance of losing to the town guard.
If a 10th level character can be killed by a reasonable number (less than 20) of 1st level characters, the only 10th level characters around will be ones with their own armies to prevent people simply hiring thugs to kill them.
Then just make 7th level characters and start a game at 7th level. Nobody says every game has to start at level 1.
Who gives a flying fig what Jack Vance thought? Good grief, while the spell system might be called vancian, it's about as far from the actual texts as Harry Potter. The only part of the system that is Vancian is the fact that it's fire and forget.
And, yes, the power is exponential, not linear. The direct damage spells might be linear, but, not any of the rider effects. Dominate Person (thank you for the correction) isn't broken in this system. It's just that the spells scale that way. Charm person at 1st. Charm Monster at 4th. Well, what's the next step? Stronger Charm Person - which makes the target my effective slave for a signficant period of time. It's the nature of the scaling.
As far as expensive material components go - well, there goes 3e's game balance if you try. The wealth by level presumes that you can actually cast your spells fairly often. If you whack in difficulties casting the spell (and actually go beyond just needing coin value) then the game balance goes off.
Like I said, for my way of doing it, anything that has a duration longer than about 1 minute would require a ritual - probably a 30 minute casting time, magic circles and the like, and some specific material components with in-game consequences.
Umm, it is inherent to the Vancian system that D&D uses. I'm not sure what Vancian system that you use. But every single "Vancian system" that D&D has ever used in any edition has spells that scale with caster level.
So, perhaps you could enlighten me on what Vancian system you're looking at.
And, as far as the overly pedantic wank over the definition of exponential, well, fair enough. It doesn't really matter, and at least you've finally gotten the point. Caster power scales far, far higher than non-caster power and this is a problem with the D&D caster system used in all editions prior to 4e.
Buug said:That there are spells which don't scale with caster level at all (mostly low-level utility spells) proves that it's not an inherent feature of the system.
What spells don't scale with caster level at all? For it to not scale at all, the range would have to be fixed, with is extremely rare for any spell as would the duration, which, again, is very rare.
Again, this is inherent to the D&D magic system. Virtually all spells do this. Once you pass about 7th level, your 1st and 2nd level spell slots will almost all contain long duration utilities, leaving your higher level slots for the big whammy stuff.
And this is where the problem lies. The non-casters can never do this. A fighter's sword does the same damage regardless of what level he is. Sure, he can add damage to the sword - typically through magic buffs, magic weapons and feats. But, the weapon itself never changes. The casters, OTOH, get to have their weapons actually grow with them, plus they get many more weapons on top.
Look, I can understand loving the Vancian system. I get that. But, this is a failing of the system. Not an insurmountable one, to be sure. Yes, you could strip away the scaling on lower level effects. Durations become fixed, ranges become fixed, etc. And that would likely go a very, very long way towards reining in casters. You can no long simply drop single slots on day long effects - if you want the day long effect, you have to pay for it with multiple slots.
But, as it stands, the D&D system of magic doesn't do that. I've never been discussing how to fix the system. I've been trying to nail down what the problem is first.