Fighters vs Wizards - A New (?) Look at Balance...

This is true, but my players always investigate as much as they can before venturing into the dangerous part, and even then the player who plays the wizard prepares the backup spells just in case if the party over saw something in their planing or didn't investigate enough.
I might sound bitter but I really only had trouble with spell casters in my game...

The party winning isnt a problem. That could be your disconnect. From yoru other posts though you just dont seem to really know anything about the 3e casters. Learning more would make most of your misconceptions about their power disappear.
 

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The party winning isnt a problem. That could be your disconnect. From yoru other posts though you just dont seem to really know anything about the 3e casters. Learning more would make most of your misconceptions about their power disappear.

I've been playing 3e for past 10 years now and phb I know by heart... Like I said, for me and our style of play, caster are overpowered.
 
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Ahh, this thread again. Well, I'll throw the two cents I do on this thread when I see it to give 10 quick ways to balance a large amount of the imbalance people seem to see in D&D 3.x. It won't cover everything of course, but it will get you on the right track for the most part to prevent the most egregious faults... Warning: I haven't done a lot of updates on it since the last time as I haven't been playing much 3.x recently. :

1.) Get rid of the Spell Component pouch, make Eschew Materials and Natural Spell into Metamagic feats that works like Still and Silent Spell, and make components count.

2.) Polymorph-like spells requires an appropriate Knowledge check upon witnessing an example of the creature to cast equal to an appropriate DC (that number I would have to look into of course, but somewhere between 10-15 + (1/2HD/1*HD) sounds about right). This check may be made once/level if the creature is encountered again.

3.) Eliminate Celerity and similar spells, and close Conjuration (creation) money loopholes through adding a subclause that makes the products of such spells worthless in the open market.

4.) Make Knock function like Find Traps.

5.) Double the costs to create wands, and do not sell dozens of wands in your local Magimart.

6.) Drop all Flight spells by 2 steps, minimum 1 rd/level. Fly? 1 rd/lvl. Overland Flight? 1 minute/lvl. This one is probably the one I have the biggest problem with, but ehh.

7.) Enforce all rules for spells to the letter.

8.) Use Pathfinder's version of Forcecage.

9.) Enforce localized rarity of spells. I shouldn't be able to get a 'desert' spell from Sandstorm while in the middle of the frozen tundra. Subset: Allow only 1 spell/level to be from a regional book. Same rules for Sorcerers and all other casters (see below).

10.) Priests, Druids, and lower tier groups that gain 'all' spells on their home list get Prayer books/Training Books/etc that function as spellbooks.

Slainte,

-Loonook.
 

I've been playing 3e for past 10 years now and phb I know by heart... Like I said, for me and our style of play, caster are overpowered.

Ha, being able to win isnt overpowered. And rewriting the class immediately, (what 9 years ago?) doesnt give you a fart in the winds experience with how it should play.

If you allow the 5 minute work day then fix your style. Thats not a problem with the class or rules, its a problem with you.

Mod Note: Please don't make it personal. Attempts to ascribe a position to a personal flaw on teh part of the speaker is classic ad hominem - rude and rhetorically weak sauce. If that's your best argument, don't argue, please. ~Umbran
 
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Ha, being able to win isnt overpowered. And rewriting the class immediately, (what 9 years ago?) doesnt give you a fart in the winds experience with how it should play.

If you allow the 5 minute work day then fix your style. Thats not a problem with the class or rules, its a problem with you.

erm yes, you must know every minute of my life for past 10 years. I rewrote the class 2 years ago after 8 years of patching, experimenting and finding what is best for my group.
 

erm yes, you must know every minute of my life for past 10 years. I rewrote the class 2 years ago after 8 years of patching, experimenting and finding what is best for my group.

"patching" and "experimenting" means re-writing parts of the class or rules. Not learning how it actually plays RAW.
 


What's with you? I'm not telling you how to play your game.
I know how the caster plays, I assure you.

yeah, actually you dont. You know how your patchwork house ruled wizard plays under your playstyle. That doesnt tell you squat about about the RAW wizard.
 


Anyways... back to the topic at hand. I never played a lot of 3rd and the bulk of my D&D experience is 2nd edition. There was feats and what not, unless you count S/P, but we don't touch that stuff. As a Dm you have to set the tone of your world, and if magic is really powerful and your casters have a lot of power then make natural magic in monsters and locations even more powerful. Casters have to learn how to harness the ebb and flow of magic and the natural world must have something that makes adventuring worth it. If I was super powerful and could run trains on dungeons and monsters then I would just hold up in my floating castle and send my minions to do it for me. What's the point without a challenge.
 

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