Alaxk Knight of Galt
First Post
I've been thinking a lot about the Linear Fighter, Quadratic Wizard problem. We all know it was a major problem in 3rd, it was defeated in 4th by a radical overhaul to the way class mechanics work. With the return of Vancian Magic, there's a great fear that this will once again be a problem.
Here are my five suggestions to limit wizard power:
1. Reduce Spell Slots: In 3.5, Wizards maxed out at 4 slots per day per level, before bonus slots for a high int modifier. By reducing the number of spell slots per day, you begin to reduce the flexibility a wizard can have on any given day.
2. No Player Created Magic Items: A first level wizard in 3.5 got Scribe Scroll. Right away, the game designers are giving Wizards a tool to break the game. This one change essentially gave wizards access to their entire spellbook at any time for the cost of a few XP. Utility or situational spells could be scribed and access at will, further expanding the versatility of the 3.5 wizard. Likewise, player created wands contribute to this problem.
3. Remove Unlimited Spell Access and Learning: In 3.5, every time a wizard gained a level, they added two new spells of the player's choice to their spell book. The DM, not the player, should have the final say in what the PC Wizard has access to.
Likewise, being able to auto-learn an infinite amount of new spells gives the wizard an absurd amount of power. Learning new spells should be limited to X number per level or require an Intelligence check.
Learning new spells should be an accomplishment as each spell enhances the wizard's power. Steps should be made to protect the game from unlimited spell access. A wizard's spell book should not be all spells from the 3.5 PHB and Spell Compendium.
4. Additional Cost for Class Stealing Spells: Invisibility and Knock have become iconic spells for the Wizard and should not be removed from the game. However, these spells directly conflict with key abilities of the Rogue. These spells should have some additional cost to them. Perhaps requiring two spell slots, a heavy time penalty, or the use of hit points. Regardless, spells that step into another class's niche need to have some additional cost to casting them.
5. Make Combat Casting Difficult: This was a huge change from 2nd to 3rd. The change to initiative system, the five-foot step, and the concentration skill made casting in combat almost trivial. Wizards should have to cast spells over several initiative segments. Damage should interrupt the spell. If you want to be kind, allow a check to not lose the interrupted spell.
Here are my five suggestions to limit wizard power:
1. Reduce Spell Slots: In 3.5, Wizards maxed out at 4 slots per day per level, before bonus slots for a high int modifier. By reducing the number of spell slots per day, you begin to reduce the flexibility a wizard can have on any given day.
2. No Player Created Magic Items: A first level wizard in 3.5 got Scribe Scroll. Right away, the game designers are giving Wizards a tool to break the game. This one change essentially gave wizards access to their entire spellbook at any time for the cost of a few XP. Utility or situational spells could be scribed and access at will, further expanding the versatility of the 3.5 wizard. Likewise, player created wands contribute to this problem.
3. Remove Unlimited Spell Access and Learning: In 3.5, every time a wizard gained a level, they added two new spells of the player's choice to their spell book. The DM, not the player, should have the final say in what the PC Wizard has access to.
Likewise, being able to auto-learn an infinite amount of new spells gives the wizard an absurd amount of power. Learning new spells should be limited to X number per level or require an Intelligence check.
Learning new spells should be an accomplishment as each spell enhances the wizard's power. Steps should be made to protect the game from unlimited spell access. A wizard's spell book should not be all spells from the 3.5 PHB and Spell Compendium.
4. Additional Cost for Class Stealing Spells: Invisibility and Knock have become iconic spells for the Wizard and should not be removed from the game. However, these spells directly conflict with key abilities of the Rogue. These spells should have some additional cost to them. Perhaps requiring two spell slots, a heavy time penalty, or the use of hit points. Regardless, spells that step into another class's niche need to have some additional cost to casting them.
5. Make Combat Casting Difficult: This was a huge change from 2nd to 3rd. The change to initiative system, the five-foot step, and the concentration skill made casting in combat almost trivial. Wizards should have to cast spells over several initiative segments. Damage should interrupt the spell. If you want to be kind, allow a check to not lose the interrupted spell.