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General Tabletop Discussion
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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<blockquote data-quote="Lanefan" data-source="post: 8537047" data-attributes="member: 29398"><p>Other: the poll question is too highly-biased to answer properly as it focuses only on boosting the Fighters.</p><p></p><p>The solution is not to give the Fighter more superpowers, it's to a) rein in the casters by making spells harder to cast:</p><p></p><p>--- all spells take time within a round to cast (e.g. you start casting on your turn initiative but your spell doesn't resolve until, say, 10 lower than your turn init., or variable by spell) and can be interrupted at any point during that time</p><p>--- ANY disruption, jostling, or damage taken by the caster during casting interrupts the spell, period. No combat casting at all for arcane types, and only in very specific circumstances for divine casters e.g. a War Cleric casting a combat-affecting spell such as <em>Prayer</em> or <em>Chant</em></p><p>--- casting spells while in melee is flat-out impossible unless your goal is to, in effect, try to cast a wild magic surge</p><p></p><p>...and b) to add risk to magic use:</p><p></p><p>--- any interrupted spell risks (but doesn't guarantee) a wild magic surge</p><p>--- for many specific spells that have had their risk factor removed over the years, put it back in (poly other, teleport, fireball, etc.)</p><p>--- make casters roll to aim their non-touch spells and don't allow any caster-side abilities (e.g. the Evoker trick) that make allies immune to the effects</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8537047, member: 29398"] Other: the poll question is too highly-biased to answer properly as it focuses only on boosting the Fighters. The solution is not to give the Fighter more superpowers, it's to a) rein in the casters by making spells harder to cast: --- all spells take time within a round to cast (e.g. you start casting on your turn initiative but your spell doesn't resolve until, say, 10 lower than your turn init., or variable by spell) and can be interrupted at any point during that time --- ANY disruption, jostling, or damage taken by the caster during casting interrupts the spell, period. No combat casting at all for arcane types, and only in very specific circumstances for divine casters e.g. a War Cleric casting a combat-affecting spell such as [I]Prayer[/I] or [I]Chant[/I] --- casting spells while in melee is flat-out impossible unless your goal is to, in effect, try to cast a wild magic surge ...and b) to add risk to magic use: --- any interrupted spell risks (but doesn't guarantee) a wild magic surge --- for many specific spells that have had their risk factor removed over the years, put it back in (poly other, teleport, fireball, etc.) --- make casters roll to aim their non-touch spells and don't allow any caster-side abilities (e.g. the Evoker trick) that make allies immune to the effects [/QUOTE]
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How to "fix" (or at least help) the fighter/wizard dynamic. (+)
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