n00bdragon
First Post
I think it's a good idea Shidaku, even if no one else does.
The problem is that you will not often have more than 5 diplomacy checks in one day, or even really 2 important diplomacy checks in one day. Having a spell that is able to eliminate an entire skill event be on a daily recharge is insufficient in cost. Similarly, an attack that does 5 times the damage of a regular attack (in 4th, Daily Powers exist that do just that) can eliminate an entire combat event or at least drop it significantly, and then the party rests to regrow their ICBM.
Neonchameleon said:My take is quite simple. The recharge rate is wrong. A wizard should take a week or so of research in a library to recover their spells just as a fighter should take a week or so of rest to recover their hit points. This was almost the case in 1E - the wandering monster table made it impossible to rest without going back to town. But 2e moved away from that, and 4e standardised on the wrong recharge.
3e did point out the wisdom of the vancian system to me, not that is proved it worked in 3e, but that with worked in 2e. 3e did break it with bonza bonus spells and wands of more castings that you will ever need.
To me the mage is the wildcard, the guys that occasionally, spectacularly trumps the situation. Room full of kobolds? Jeeze, I memorised fireball this morning...I only have 1 but thank god I have it, room cleared. Lock the rogue cant pick leading to the room of loot? Good thing I gave up an acid arrow for a knock (thats ONE knock, not 50, ONE). Big cliff face to get down? Featherfall, let everyone else risk the long climb down.
Im not saying that vancian is the best we can come up with in this day and age, but (to me) the effect it had needs to be preserved. They dont consistently contribute a little, they occasionally single-handidly re-write the terms of the encounter.
Preferably in a fire, since straw men burn so nicely.Also the idea that a magic user who isn't using magic 24/7 is useless can crawl off and die.
You seem to be using "magic user" in the old school sense (what the later editions call a wizard), rather than the more general "spellcaster" sense. Whether or not the above makes any sense for a class depends on a lot more than whether the class uses spells or not.A magic user should be equipped with knowledge of magic, and a broad spectrum of subjects. This should be valuable to a party and make the magic user a contributing member of the group even when not casting spells.
Then it's mostly just about time-shifting your rest period, which is a pretty trivial fix, all things considered.
I totally agree. People need to stop whining about how a wizard, if prepared, can do something that a rogue (or any other class for that matter) can do.
In a world where there is magic, magic users would first and foremost develop spells that function as utility spells for adventuring. Think about it. Adventuring is how "adventurers" make a living. If I were an adventurer mage, and I could spend time researching spells, I'd make sure I could open doors, become invisible, move quietly if necessary, summon a monster to fight for me, or charm creatures so that I could escape.
Casting it once or even twice per day does not take anything away from anyone else.
If Wizards were so dang unbalanced because they could cast spells that achieved results reserved for other classes, then everyone would have played a wizard in od&d, 1e, 2e and 3e.
We can do a little trick with the combat spell, to add variety to play: we can up its power in exchange for making it happen less often. A spell can do DOUBLE the damage of a sword, as long as the spell only happens half as often. Now the two things have a very distinct mechanical difference, though they remain broadly balanced.
We can balance Charm Person in a similar way: the spell can do TWICE what a Diplomacy check can do, but it can only happen half as often.
Of course the wizard has to "do nothing" rather than attack non-magically because if you aren't #1 at something its best to just tune out and play angry birds rather than participate.
Perhaps if you are three years old.
When did Ricky Bobby take over the gaming hobby?
Fanaelialae said:Being able to output the same damage in half the time is generally going to more valuable than doing it over a longer period of time, even if you can only do it half as often.
For example, let's assume that a fighter has a 10 damage whirlwind attack that he can use at will, while the mage has a 20 damage fireball that he can use every other round. If the enemies only have 20 hp, the mage can do in one round what the fighter could do in two. In other words, if the mage fireballs them, they may not even get off an attack, whereas they would be guaranteed to do so against the fighter.
For starters, daily limits are the source of the 15 minute work day. Not every DM wants to have to go through the heavy-handed tedium of preventing a party from resting. Sure, you can use wandering monsters, or restock dungeons, but not only are these "solutions" not always appropriate, they create extra work for the DM.
Additionally, more powerful, less often, is only balanced if you drag things out. It might be fine if everyone has to make 30 checks in an adventure, but what about the mini-adventure where everyone only has to make 5 checks?
I think one better balancing mechanic would be longer casting times with a real chance for spell disruption of powerful spells. Then you can also offer shorter casting time spells that are more in line with "mundane" abilities (such as a blast of fire that is on par with a sword attack).