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Five Suggestions to Limit Wizard Power
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<blockquote data-quote="GM Dave" data-source="post: 5899048" data-attributes="member: 6687992"><p>Is it pick on Wizard day? Is it pick on Clerics tomorrow? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The trouble is not with the spells.</p><p></p><p>A spell is just a package of rules like a magic item or an equipment item.</p><p></p><p>It is really nothing special in rule terms (the rest is the fluff).</p><p></p><p>The trouble is how the rules award the spells with the leveling.</p><p></p><p>You could re-write the Rogue class to say that a Rogue received a superior set of lock picks at various levels representing his acquisition of better tools. In a fantasy world this might include items that are minor magic items in their own right like skeleton keys that change their shape to fit a lock. If you then set a skill bonus on Knock then the Rogue will be able to duplicate to exceed this value.</p><p></p><p>You could re-write the skill system so it is more like the spell system or feat system. When a player went up in level then they would select so many skills. The skills are packages of rules that just work instead of requiring additional rolls to work (the Fate system and particularly Starblazer Adventures does this). </p><p></p><p>IF the Rogue has Stealth then they can just 'appear' anywhere on the map when they first choose to take a combat action (I've actually been doing pretty much this in PF. If the player rolls a good Stealth roll then I just tell them to let me know where they are when they want to do something). </p><p></p><p>If the Rogue has Superior Stealth then they can replace any minor humanoid on the game map (they took them out before combat started and dressed themselves up as the downed person).</p><p></p><p>You could then either limit the number of skills or 'tricks' a person could use per adventure (they only have so much supplies in their climbing kits or they only have so much supplies).</p><p></p><p>4e tried to do something like this but they made it too technically a 1 to 1 match up the classes and did not well keep the flavour of the fluff of the original classes.</p><p></p><p>Starblazer Adventures is a good example of how this can be done and fit seemlessly to the fluff and even add to the story.</p><p></p><p>Fighter could also gain progressions of moves representing styles. The balance of a style that grants some combat advantage that can be chosen on any combat round verses a wizards one of a kind blast.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5899048, member: 6687992"] Is it pick on Wizard day? Is it pick on Clerics tomorrow? ;) The trouble is not with the spells. A spell is just a package of rules like a magic item or an equipment item. It is really nothing special in rule terms (the rest is the fluff). The trouble is how the rules award the spells with the leveling. You could re-write the Rogue class to say that a Rogue received a superior set of lock picks at various levels representing his acquisition of better tools. In a fantasy world this might include items that are minor magic items in their own right like skeleton keys that change their shape to fit a lock. If you then set a skill bonus on Knock then the Rogue will be able to duplicate to exceed this value. You could re-write the skill system so it is more like the spell system or feat system. When a player went up in level then they would select so many skills. The skills are packages of rules that just work instead of requiring additional rolls to work (the Fate system and particularly Starblazer Adventures does this). IF the Rogue has Stealth then they can just 'appear' anywhere on the map when they first choose to take a combat action (I've actually been doing pretty much this in PF. If the player rolls a good Stealth roll then I just tell them to let me know where they are when they want to do something). If the Rogue has Superior Stealth then they can replace any minor humanoid on the game map (they took them out before combat started and dressed themselves up as the downed person). You could then either limit the number of skills or 'tricks' a person could use per adventure (they only have so much supplies in their climbing kits or they only have so much supplies). 4e tried to do something like this but they made it too technically a 1 to 1 match up the classes and did not well keep the flavour of the fluff of the original classes. Starblazer Adventures is a good example of how this can be done and fit seemlessly to the fluff and even add to the story. Fighter could also gain progressions of moves representing styles. The balance of a style that grants some combat advantage that can be chosen on any combat round verses a wizards one of a kind blast. [/QUOTE]
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