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Five Suggestions to Limit Wizard Power
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5900386" data-attributes="member: 4129"><p>Just for the record, I think two or three of these should be implemented, not all of them. You make some good points too <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>1. Limit Spell Slots</strong></p><p></p><p> </p><p>Flexibility is part of the quadratic wizard problem.</p><p></p><p><strong>2. No Player Created Magic Items:</strong></p><p> </p><p></p><p>You raise some valid points. Wizards need down time to learn new spells and to craft magic items. A DM can limit this by reducing down time or eliminating it all together.</p><p></p><p>Part of the problem you touch on is that Wizards (and Clerics to an extent) have very tangible benefits for down time. They learn new spells, scribe scrolls, and make magic items. This increases their overall power in the game world. </p><p></p><p>The Fighter and Rogue have no such down time benefit (robbing a Bank sounds like an adventure, not down time).</p><p></p><p><strong>3. Remove Unlimited Spell Access and Learning</strong></p><p></p><p> </p><p>No rudeness taken <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>I've played Wizards. Obviously, there are not an infinite number of spells, so forgive my exaggeration. What is stated is the following: <strong>At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.</strong> </p><p></p><p>However, I was actually unaware that there was a Spellcraft check associated with learning new spells in 3rd (15 + Spell Level). I've played 3rd since it came out and I've never once been asked to make such a roll (or seen another player make it).</p><p></p><p>In all the games I've played, the DM did make a wizard purchase spells or recover them from enemy spellbooks. In the games I've played, this was never a significant limitation on the class. I acknowledge that your experience may be different.</p><p></p><p>So, keep the Spellcraft check to learn new spells and remove the 40 free spells they are given as they level. Spells should be found or purchased. What spells are in the game world should be purely at the discretion of the DM. </p><p></p><p><strong>4. Additional Cost for Class Stealing Spells</strong></p><p></p><p></p><p><strong>5. Make Combat Casting Difficult</strong></p><p></p><p> </p><p>I agree with my point as well <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />, but this doesn't have to be part of the solution if other suggestions are used.</p><p> </p><p></p><p> </p><p>This was a suggestion I was trying to avoid. The reason is power creep. Sure, perhaps every PHB spell is balanced perfectly. However, spells from Arcane Power, Dragon, PHBII, etc all have to be perfectly balanced as well. I think that's a herculean task and one that's not needed if you accept my premises that Wizard power in 3rd had more to do with easy spell access then the spells themselves being fundamentally flawed or overpowered for a given level.</p><p></p><p></p><p></p><p>I've played both casters and non-casters in long running games that went from low level to high level. I've enjoyed my play experience in both, so add another person who believes that some of the Quadratic/Linear argument invalid.</p><p></p><p>This touches on part of the unwritten social contract of Dungeons and Dragons: Let everyone have time in the spotlight. This is something that gets overlooked when mechanic wonks pick apart the rules.</p><p></p><p>That said, I do think Wizards and Casters outshine Fighters and Rogues at high levels and steps should be taken to see that they are better balanced across all levels of play. The reason is simple, they have a significantly more options to overcome challenges then the "melee" classes.</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5900386, member: 4129"] Just for the record, I think two or three of these should be implemented, not all of them. You make some good points too :D [B]1. Limit Spell Slots[/B] Flexibility is part of the quadratic wizard problem. [B]2. No Player Created Magic Items:[/B] You raise some valid points. Wizards need down time to learn new spells and to craft magic items. A DM can limit this by reducing down time or eliminating it all together. Part of the problem you touch on is that Wizards (and Clerics to an extent) have very tangible benefits for down time. They learn new spells, scribe scrolls, and make magic items. This increases their overall power in the game world. The Fighter and Rogue have no such down time benefit (robbing a Bank sounds like an adventure, not down time). [B]3. Remove Unlimited Spell Access and Learning[/B] No rudeness taken :D I've played Wizards. Obviously, there are not an infinite number of spells, so forgive my exaggeration. What is stated is the following: [B]At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.[/B] However, I was actually unaware that there was a Spellcraft check associated with learning new spells in 3rd (15 + Spell Level). I've played 3rd since it came out and I've never once been asked to make such a roll (or seen another player make it). In all the games I've played, the DM did make a wizard purchase spells or recover them from enemy spellbooks. In the games I've played, this was never a significant limitation on the class. I acknowledge that your experience may be different. So, keep the Spellcraft check to learn new spells and remove the 40 free spells they are given as they level. Spells should be found or purchased. What spells are in the game world should be purely at the discretion of the DM. [B]4. Additional Cost for Class Stealing Spells[/B] [B]5. Make Combat Casting Difficult[/B] I agree with my point as well :D, but this doesn't have to be part of the solution if other suggestions are used. This was a suggestion I was trying to avoid. The reason is power creep. Sure, perhaps every PHB spell is balanced perfectly. However, spells from Arcane Power, Dragon, PHBII, etc all have to be perfectly balanced as well. I think that's a herculean task and one that's not needed if you accept my premises that Wizard power in 3rd had more to do with easy spell access then the spells themselves being fundamentally flawed or overpowered for a given level. I've played both casters and non-casters in long running games that went from low level to high level. I've enjoyed my play experience in both, so add another person who believes that some of the Quadratic/Linear argument invalid. This touches on part of the unwritten social contract of Dungeons and Dragons: Let everyone have time in the spotlight. This is something that gets overlooked when mechanic wonks pick apart the rules. That said, I do think Wizards and Casters outshine Fighters and Rogues at high levels and steps should be taken to see that they are better balanced across all levels of play. The reason is simple, they have a significantly more options to overcome challenges then the "melee" classes. [/QUOTE]
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