FrozenNorth
Hero
Sure, unless it is counterspelled. How many monsters in the MM can cast dispel magic? I would guess less than 5%.Cast dispel magic. That is the easiest way I know of.![]()
Sure, unless it is counterspelled. How many monsters in the MM can cast dispel magic? I would guess less than 5%.Cast dispel magic. That is the easiest way I know of.![]()
I'd guess that it seems that way because the countermeasures DMs have to come up with need to be more and more exotic from a player perspective.Why is it that archers in hard to reach places, or difficult/dangerous terrain, or invisible opponents, is considered good fun, not "DM against Melee", but anything intended to challenge the casters is "DM against Wizards". There really are so many options for challenging wizards, but people in this thread seem to think that using them is adversarial.
Again, no wonder wizards seem OP to some people.
LOL if we ever finish our Mod I think you would like a lot of it.I'd love to see wizards drop down to picking 1 spell per level. Not because of PHENOMINAL COSMIC wizard power! Rather, because in my experience 90% of the spells chosen by various wizards are the same. Dropping 1 spell per would make outside spells, which they can't control, more important and increase the variety of spells that wizards have.
NPC casters run-a-muck in my world then.Sure, unless it is counterspelled. How many monsters in the MM can cast dispel magic? I would guess less than 5%.
How does this stop the players from picking 90% of the same spells as wizards? It lowers the number it looks like, but they are still selecting them.LOL if we ever finish our Mod I think you would like a lot of it.
Full-casters get 1 spell per caster level as a known spell (wizards don't prepare spells--no class does), plus a number of spells equal to their spellcasting ability modifier. So, at 1st level you would typically have 4 spells known, and 25 at level 20. We go back-and-forth about allowing spell swapping when you gain a level, however.
I'd guess that it seems that way because the countermeasures DMs have to come up with need to be more and more exotic from a player perspective.
They aren't the kinds of things a player is likely to intuit, and so, when they come up, even if the solution is reasonable, it feels like a gotcha.
And because the wizard has so many solutions available and because many of these solutions have some scaling with level, the more of them that are countered by measures a player is unlikely to foresee, the more adversarial it feels.
Whereas the tools you use to challenge martials don't really change that much. The archers in a hard to reach place mostly retain their level of challenge throughout a martial's career. You might just need to add a few more of them or make the arrows slightly pointier.
This is broadly not the case with caster challenges.
To be fair..it kinda is. You don't have it for the rogue, fighter, barb, most monks or most paladins that the moat is designed for.Yeah, that makes sense.
It's another variant of "Well, real castles have moats, but they don't have anti-teleportation spells, so if the DM uses the latter it must be to punish the Wizard..."
Sorry, I didn't get that from your post. It seemed more like you didn't like them knowing so many spells (which is what creates the versatility).How does this stop the players from picking 90% of the same spells as wizards? It lowers the number it looks like, but they are still selecting them.
I don't mind them knowing more spells, I just want to see some freaking variety to the spells learned. Hell, I'd even be down for requiring the one spell to be from their chosen specialty, making them even more reliant on scrolls, found spellbooks, making friends with NPC wizards, etc.
Real castles had corner stones with religious rituals done on them to protect the inhabitants... there is real world precedence for protecting even everyday homes. The hearth sprites are appeased to keep them happy and in return they might provide the home some protection but tbh in a highly magical world like D&D often implies knock the tops off.It's another variant of "Well, real castles have moats, but they don't have anti-teleportation spells, so if the DM uses the latter it must be to punish the Wizard..."
The familiar is never detrimental. Sometimes it is better to not use it and instead either park it on your shoulder or dismiss it. But that doesn't make having the option detrimental unless there's an actual trade-off.
If you're an ordinary humanoid in a fantasy world, you can sit back and think of ways to stop things a mundane person can do. To stop things a magic user can do, however, requires knowledge of what a spellcaster is capable of.Why is it that archers in hard to reach places, or difficult/dangerous terrain, or invisible opponents, is considered good fun, not "DM against Melee", but anything intended to challenge the casters is "DM against Wizards". There really are so many options for challenging wizards, but people in this thread seem to think that using them is adversarial.
Again, no wonder wizards seem OP to some people.