Tony Vargas
Legend
Arduous means? I think the problem would be there regardless of the means used to close the gap.But they don't have to be arduous.
The reason we see the arduous means coming up is because this is an old-school leaning board.
Arduous means? I think the problem would be there regardless of the means used to close the gap.But they don't have to be arduous.
The reason we see the arduous means coming up is because this is an old-school leaning board.
The "balance problems" in question were worth fighting the edition war, re-designing basic classes after only two years, discontinuing the current edition after only 2 more, two years of no new product spent developing & public playtesting, and a whole new edition - to bring back.
And there's no arguing with results, it was absolutely the right business decision to restore the "Martial/Caster Gap" (and natural language and DM Empowerment), it saved the community, and thus IP, from the toxicity of the edition war, and ushered in a new golden age of revenue growth.
Making it more work in play or actively harming the character to cast spells. It's not the same as nerfing.Arduous means? I think the problem would be there regardless of the means used to close the gap.
Another thought that I had, possibly in conjunction with yours, is that the wizard could get one spell of their choice but the player would then roll for thei other one, representing a breakthrough in their magical research. Magical research in downtime could net the wizard another spell but they need time, money, and possibly more for that.One thing I've contemplated is that the wizard spell list should be divided into common and rare spells, and you could only choose common spells as your free spells and would need to find rare ones as scrolls.
Something similar is possibly splitting combat and non-combat spells. Making the non-combat spells rituals and thereby opening them up to anyone. It would solve a lot of problems.One thing I've contemplated is that the wizard spell list should be divided into common and rare spells, and you could only choose common spells as your free spells and would need to find rare ones as scrolls.
This is close to the solution in Icon RPG (which is not the same as the "icons" rpg). They have a strict separation of combat and exploration, and nothing that is available in combat is available in exploration and vice versa. This means that, for example, teleportation abilities that work in combat do not work outside of combat.Something similar is possibly splitting combat and non-combat spells. Making the non-combat spells rituals and thereby opening them up to anyone. It would solve a lot of problems.
It did solve problems. It also created a few, in particular, when rituals were given a gp cost, even one that became relatively cheap as you leveled, they were under-utilized.Something similar is possibly splitting combat and non-combat spells. Making the non-combat spells rituals and thereby opening them up to anyone. It would solve a lot of problems.
And the 10 minute casting times, though that's relatively easily resolved by moving them to 1 minute. Stances have softened over time, but that was an immediate "you can't stand still doing spell stuff for 10 whole minutes in a dangerous environments!" complaint that came up in my early 4e exposure.It did solve problems. It also created a few, in particular, when rituals were given a gp cost, even one that became relatively cheap as you leveled, they were under-utilized.
In a sense that everyone can become a caster. But that really isn't the sort of a solution that at least I would want.Something similar is possibly splitting combat and non-combat spells. Making the non-combat spells rituals and thereby opening them up to anyone. It would solve a lot of problems.