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<blockquote data-quote="Sekhmet" data-source="post: 5436913" data-attributes="member: 97602"><p>In effect, this creates a massive difference at the end game, when SR and saving throws become high enough that the Wizard can have a hard time landing spells in the first place. While lower and mid level Wizards would see their spells resisted slightly more often, higher level play would be extremely difficult for casters, who would start casting SR:No and non-save spells instead. This effectively reduces the number of offensive capabilities of a Wizard.</p><p></p><p></p><p></p><p> Removing "Casting Defensively" (Not Combat Casting) has no bearing on the mid->high level Wizard. Fly removes the need for it.</p><p></p><p> </p><p> Another null factor with the very simple use of Fly. This does make it harder for lower level Wizards to be of any real use in combat. Maybe bump them up an HD or allow light armor to help them out in early levels. </p><p></p><p> 3.5 fixed a lot of very buggy spells, giving them their intended use, whether that makes it stronger or weaker should not be relevant. What should be looked at is the change itself. </p><p> Each spell needs careful consideration on which version is "weaker", and if the "weaker" version is even useful. </p><p></p><p></p><p></p><p> Woah. Large block.</p><p> Spells that cause instant death generally have low saves, especially with Rule 1 coming in to play. I think this is an unnecessary edit, </p><p> Spells that grant immunity to specific things are useful only 1 in 10 situations, which means a Wizard/Cleric is generally unable to foresee the need, and toss the spell to the side. This edit is a nerf to Sorcerers/Favored Souls more than Wizards/Clerics.</p><p> Spells that perform skills are a valuable part of the Wizard arsenal, the intended nerf would make the adventuring Wizard rely on his party more. I would recommend allowing these spells to effect other players (range: touch), so they could still retain their intended use, but making it so that the Wizard can't do it all himself.</p><p> How much HP/hardness would a Wall of Force/Forcecage have? These two numbers are vitally important to know before suggesting that nerf, as they could make the spells effectively useless when compared to other Wall spells. </p><p> The summoning "nerf?" has no effect on gameplay that I can think of. I just looked up the useful summons, and they never have more CR than you do at the level you can cast it. The nerf to Planar Binding type spells is unnecessary, as Rule 1 renders them all-but-useless, and I can see you would immediately murder a player who attempted to cheese it.</p><p></p><p></p><p></p><p> These changes make Favored Souls stronger than Clerics (more spells per day with a similar list of spells known).</p><p> They would reduce Wizards to Tier 2, and Clerics, Sorcerers, and Favoured Souls might become Tier 3, whereas the Tier 3 casters would likely retain their position.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5436913, member: 97602"] In effect, this creates a massive difference at the end game, when SR and saving throws become high enough that the Wizard can have a hard time landing spells in the first place. While lower and mid level Wizards would see their spells resisted slightly more often, higher level play would be extremely difficult for casters, who would start casting SR:No and non-save spells instead. This effectively reduces the number of offensive capabilities of a Wizard. Removing "Casting Defensively" (Not Combat Casting) has no bearing on the mid->high level Wizard. Fly removes the need for it. Another null factor with the very simple use of Fly. This does make it harder for lower level Wizards to be of any real use in combat. Maybe bump them up an HD or allow light armor to help them out in early levels. 3.5 fixed a lot of very buggy spells, giving them their intended use, whether that makes it stronger or weaker should not be relevant. What should be looked at is the change itself. Each spell needs careful consideration on which version is "weaker", and if the "weaker" version is even useful. Woah. Large block. Spells that cause instant death generally have low saves, especially with Rule 1 coming in to play. I think this is an unnecessary edit, Spells that grant immunity to specific things are useful only 1 in 10 situations, which means a Wizard/Cleric is generally unable to foresee the need, and toss the spell to the side. This edit is a nerf to Sorcerers/Favored Souls more than Wizards/Clerics. Spells that perform skills are a valuable part of the Wizard arsenal, the intended nerf would make the adventuring Wizard rely on his party more. I would recommend allowing these spells to effect other players (range: touch), so they could still retain their intended use, but making it so that the Wizard can't do it all himself. How much HP/hardness would a Wall of Force/Forcecage have? These two numbers are vitally important to know before suggesting that nerf, as they could make the spells effectively useless when compared to other Wall spells. The summoning "nerf?" has no effect on gameplay that I can think of. I just looked up the useful summons, and they never have more CR than you do at the level you can cast it. The nerf to Planar Binding type spells is unnecessary, as Rule 1 renders them all-but-useless, and I can see you would immediately murder a player who attempted to cheese it. These changes make Favored Souls stronger than Clerics (more spells per day with a similar list of spells known). They would reduce Wizards to Tier 2, and Clerics, Sorcerers, and Favoured Souls might become Tier 3, whereas the Tier 3 casters would likely retain their position. [/QUOTE]
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