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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="Yaarel" data-source="post: 8538607" data-attributes="member: 58172"><p>For comparison: below are the spells (that dont suck) that a Wizard gets at levels 7 and 8, and at levels 9 and 10.</p><p></p><p>At levels 7 and 8, when a Fighter fights a foe that is a Wizard, the Fighter might fear Black Tentacles and Watery Sphere, as damage-dealing immobilizers, and Polymorph as an encounter-ender.</p><p></p><p>At levels 9 and 10, a Fighter might fear Dominate Person and Hold Monster as encounter-enders, and Wall of Force and maybe Arcane Hand (Bigbys) as immobilizers.</p><p></p><p></p><p></p><p>The Polymorph spell seems fair. The new morph can still attack and reverts back to normal if the morph reduces to 0 hit points. Dominate Person is powerful but each time the target takes damage grants a new save.</p><p></p><p></p><p></p><p>Probably, the main frustration is Wall of Force (and at an even higher level Forcecage).</p><p></p><p>Regarding force (= ether) barriers generally (here Wall of Force and Arcane Hand, but also spells like Tiny Hut and Forcecage), it is narratively sensible to allow a Wisdom save versus force, and perhaps to use an action to attempt to willpower ones way thru a force barrier. The force itself is telekinetic in nature and psychosensitive.</p><p></p><p>Possibly, Wall of Force can become a slot-6 or even a slot-7 spell, since it is significantly better than other wall spells. Then only a Wizard 11 or 13 would be able to cast it. Alternatively, update Wall of Force to allow a Wisdom ( = willpower) check to bypass it.</p><p></p><p></p><p></p><p>Maybe the solution isnt changing the Fighter, but rather revamping the Wizard spells so the power of each spell is comparable to the other spells at the same level.</p><p></p><p></p><p></p><p></p><p></p><p><strong>LEVEL 7-8 WIZARD (SLOT 4)</strong></p><p><strong></strong></p><p><strong>Good Spells</strong></p><p>Dimension Door 4</p><p>Vitriolic Sphere 4</p><p>Arcane Eye 4</p><p>Black Tentacles 4</p><p>Resilient Sphere 4</p><p></p><p><strong>Excellent Spells</strong></p><p>Watery Sphere 4</p><p>Greater Invisibility 4</p><p>Polymorph 4</p><p></p><p></p><p><strong>LEVEL 9-10 WIZARD (SLOT 5)</strong></p><p><strong></strong></p><p><strong>Good Spells</strong></p><p>Hold Monster 5</p><p>Dominate Person 5</p><p>Arcane Hand 5</p><p>Cone Of Cold 5</p><p>Animate Objects 5</p><p></p><p><strong>Excellent Spells</strong></p><p>Wall Of Force 5</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8538607, member: 58172"] For comparison: below are the spells (that dont suck) that a Wizard gets at levels 7 and 8, and at levels 9 and 10. At levels 7 and 8, when a Fighter fights a foe that is a Wizard, the Fighter might fear Black Tentacles and Watery Sphere, as damage-dealing immobilizers, and Polymorph as an encounter-ender. At levels 9 and 10, a Fighter might fear Dominate Person and Hold Monster as encounter-enders, and Wall of Force and maybe Arcane Hand (Bigbys) as immobilizers. The Polymorph spell seems fair. The new morph can still attack and reverts back to normal if the morph reduces to 0 hit points. Dominate Person is powerful but each time the target takes damage grants a new save. Probably, the main frustration is Wall of Force (and at an even higher level Forcecage). Regarding force (= ether) barriers generally (here Wall of Force and Arcane Hand, but also spells like Tiny Hut and Forcecage), it is narratively sensible to allow a Wisdom save versus force, and perhaps to use an action to attempt to willpower ones way thru a force barrier. The force itself is telekinetic in nature and psychosensitive. Possibly, Wall of Force can become a slot-6 or even a slot-7 spell, since it is significantly better than other wall spells. Then only a Wizard 11 or 13 would be able to cast it. Alternatively, update Wall of Force to allow a Wisdom ( = willpower) check to bypass it. Maybe the solution isnt changing the Fighter, but rather revamping the Wizard spells so the power of each spell is comparable to the other spells at the same level. [B]LEVEL 7-8 WIZARD (SLOT 4) Good Spells[/B] Dimension Door 4 Vitriolic Sphere 4 Arcane Eye 4 Black Tentacles 4 Resilient Sphere 4 [B]Excellent Spells[/B] Watery Sphere 4 Greater Invisibility 4 Polymorph 4 [B]LEVEL 9-10 WIZARD (SLOT 5) Good Spells[/B] Hold Monster 5 Dominate Person 5 Arcane Hand 5 Cone Of Cold 5 Animate Objects 5 [B]Excellent Spells[/B] Wall Of Force 5 [/QUOTE]
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