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D&D Older Editions, OSR, & D&D Variants
3.5e Magical Offenders - Most Overpowered Spells & Fixes
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<blockquote data-quote="Elf Witch" data-source="post: 5614537" data-attributes="member: 9037"><p>Thanks for taking the time to explain it. And bravo for finding solutions that work with your group. I personally prefer that approach then changing the basic rule setting to fix issues that groups have. </p><p></p><p>In my group we have never felt the need to fix wizards unless it was in a low magic game. So for a standard style game we leave it alone.</p><p></p><p>My issue with your way of doing it is that you are penalizing the wizard treasure wise every time they want a new spell. It does not quite equal the same as a fighter buying weapons and armor he is not doing that every level.</p><p></p><p>I had an issue with this in a Shadowrun campaign. If you ever played then you know it is expensive both money wise and karma point wise to play a mage or a shaman. I was expected as the party mage to summon and bind elementals for runs. Not only was it deadly fail the rolls and there is a good chance of dying but I had to spend my money for the spell ingredients. </p><p></p><p>When I complained about how it should be a group expense I was voted down on the argument that the street sams had to buy ammo for their weapons. Though the cost was nowhere near the same and I had to buy ammo as well. I did feel really resentful after awhile about it.</p><p></p><p>The way you guys play it could lead to the same kind of feelings. If you are not careful. The rest of the party has more treasure to spend on cool things like better weapons, magic items while the wizard is being forced to take treasure and put towards an ability they should normally get for free. </p><p></p><p>Also the DM in that kind of system can make it hard for the wizard to get spells just by limiting the scrolls found as treasure and the ability to purchase them. It makes it kind of hard to tailor what you want your wizard to be able to do unless the DM really works with the player.</p><p></p><p>I do have a question do you also do this for sorcerers or are they free to pick their new spells?</p><p></p><p>One way I think you could make it a little more to my taste is to allow the wizard to pick one spell and then roll for the other one. Or divide spells into categories and only allow one from each category to be picked. Like one blaster spell and one utility spell. </p><p></p><p>The other issue I have is this just seems to single out wizards. I have seen druids and clerics outshine everyone at the table with their bab, special abilities and spells.</p><p></p><p>In my group we don't have cross class skills so you have more freedom to design your characters skill set. I found that this works and contrary to people's fears it does not hurt the rogue because he has so many more skill points at creation and level then say a fighter. </p><p></p><p>Just to make this clear since it is the internet. I don't think your way of doing it is bad or wrong it works for your group and that is what counts.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5614537, member: 9037"] Thanks for taking the time to explain it. And bravo for finding solutions that work with your group. I personally prefer that approach then changing the basic rule setting to fix issues that groups have. In my group we have never felt the need to fix wizards unless it was in a low magic game. So for a standard style game we leave it alone. My issue with your way of doing it is that you are penalizing the wizard treasure wise every time they want a new spell. It does not quite equal the same as a fighter buying weapons and armor he is not doing that every level. I had an issue with this in a Shadowrun campaign. If you ever played then you know it is expensive both money wise and karma point wise to play a mage or a shaman. I was expected as the party mage to summon and bind elementals for runs. Not only was it deadly fail the rolls and there is a good chance of dying but I had to spend my money for the spell ingredients. When I complained about how it should be a group expense I was voted down on the argument that the street sams had to buy ammo for their weapons. Though the cost was nowhere near the same and I had to buy ammo as well. I did feel really resentful after awhile about it. The way you guys play it could lead to the same kind of feelings. If you are not careful. The rest of the party has more treasure to spend on cool things like better weapons, magic items while the wizard is being forced to take treasure and put towards an ability they should normally get for free. Also the DM in that kind of system can make it hard for the wizard to get spells just by limiting the scrolls found as treasure and the ability to purchase them. It makes it kind of hard to tailor what you want your wizard to be able to do unless the DM really works with the player. I do have a question do you also do this for sorcerers or are they free to pick their new spells? One way I think you could make it a little more to my taste is to allow the wizard to pick one spell and then roll for the other one. Or divide spells into categories and only allow one from each category to be picked. Like one blaster spell and one utility spell. The other issue I have is this just seems to single out wizards. I have seen druids and clerics outshine everyone at the table with their bab, special abilities and spells. In my group we don't have cross class skills so you have more freedom to design your characters skill set. I found that this works and contrary to people's fears it does not hurt the rogue because he has so many more skill points at creation and level then say a fighter. Just to make this clear since it is the internet. I don't think your way of doing it is bad or wrong it works for your group and that is what counts. [/QUOTE]
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