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How to Fix Wizards and Vancian Casting
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<blockquote data-quote="Stormonu" data-source="post: 6040346" data-attributes="member: 52734"><p>The problem I see with Vancian casters is the "too easy to run out of spells at low level, never run out at high level".</p><p></p><p>If the wizard kept near the same number of spells handy at all times and the power of those spells simply shifted stronger or weaker, I think that would help a lot. So, for example at 1st level, the wizard has 5 spells total, and at 10th he has 5 as well. The difference is that at 1st, the wizard is using magic missile, at 10th he's unleashing chain lightning.</p><p></p><p>To a lesser degree, pre-selecting spells is a bit of an issue. However, the fighter goes into the adventure with a set bit of gear - sword, shield and a specific set of armor and the rogue doesn't get to swap around what skills he knows in the middle of the dungeon. Why should the wizard get a free pass to tailor his spells to the encounter at hand? Though it would be nice if the wizard's spellbook might be treated as his "equipment pack" with the equivilant of a fighter's spare weapon or bow or a rogue's backpack full of grappling hooks, ear cones, silk shoes (for stealth) and the like, it should take time to do these sort of switch-outs and they should be strictly limited.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6040346, member: 52734"] The problem I see with Vancian casters is the "too easy to run out of spells at low level, never run out at high level". If the wizard kept near the same number of spells handy at all times and the power of those spells simply shifted stronger or weaker, I think that would help a lot. So, for example at 1st level, the wizard has 5 spells total, and at 10th he has 5 as well. The difference is that at 1st, the wizard is using magic missile, at 10th he's unleashing chain lightning. To a lesser degree, pre-selecting spells is a bit of an issue. However, the fighter goes into the adventure with a set bit of gear - sword, shield and a specific set of armor and the rogue doesn't get to swap around what skills he knows in the middle of the dungeon. Why should the wizard get a free pass to tailor his spells to the encounter at hand? Though it would be nice if the wizard's spellbook might be treated as his "equipment pack" with the equivilant of a fighter's spare weapon or bow or a rogue's backpack full of grappling hooks, ear cones, silk shoes (for stealth) and the like, it should take time to do these sort of switch-outs and they should be strictly limited. [/QUOTE]
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