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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="Herremann the Wise" data-source="post: 5483261" data-attributes="member: 11300"><p>How to nerf the 3e wizard:</p><p></p><p>I'll skirt Plane Sailing's warning with this 1st one that the best way to nerf the wizard is to follow the damn rules.</p><p></p><p>1. For 3e, change to the Pathfinder ruleset where they addressed the wizard. There is a similar thread on the Paizo forums where a poster makes a very valid point. Essentially, read and follow the damn rules! How many times do people only realise when pointed out that certain spells have longer caster times (Sleep, Silence, Summoning etc.)? How many times is the wizard forced to make a concentration check when casting (in other words readying to disrupt a wizard through damage)? Do people realise that concentration checks are now more difficult than before?</p><p></p><p>Pathfinder made a stack of <strong><em><u>subtle </u></em></strong> changes that dramatically affect the capacity of the wizard, so long as they are followed.</p><p></p><p>2. Get rid of problem spells or splat books. Essentially don't allow the complete series or particularly the spell compendium. Again, change to pathfinder's selection of options and you will benefit by the subtle nerfing that the wizard receives.</p><p></p><p>3. Spells that tread upon the toes of other classes (particularly fighters and rogues) should be changed into "rituals" or preferably single-use magical items. Eg. Knock being turned into a single use magical paste that can be purchased from a witch or alchemist with decidely loose morals. Summoning should be turned into a ten minute ritual that lasts for a longer set period of time. You can bring your extra-friends along to a combat but you can't bring along any during; allowing all players to "control" summonings rather than the wizard player alone getting the massive time imbalance to themselves.</p><p></p><p>4. However, to nerf the wizard further if necessary, I would enforce concentration checks for all wizard spells (with a standard DC). The sorcerer on the other hand is free of such casting requirements as their magic comes more naturally.</p><p></p><p>5. Aside from this, I would overhaul the whole system and make casting an at will but potentially risky exercise if you are stretching beyond your character's capacity or ken. Maybe one day I'll sit down and write such a system up.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5483261, member: 11300"] How to nerf the 3e wizard: I'll skirt Plane Sailing's warning with this 1st one that the best way to nerf the wizard is to follow the damn rules. 1. For 3e, change to the Pathfinder ruleset where they addressed the wizard. There is a similar thread on the Paizo forums where a poster makes a very valid point. Essentially, read and follow the damn rules! How many times do people only realise when pointed out that certain spells have longer caster times (Sleep, Silence, Summoning etc.)? How many times is the wizard forced to make a concentration check when casting (in other words readying to disrupt a wizard through damage)? Do people realise that concentration checks are now more difficult than before? Pathfinder made a stack of [B][I][U]subtle [/U][/I][/B] changes that dramatically affect the capacity of the wizard, so long as they are followed. 2. Get rid of problem spells or splat books. Essentially don't allow the complete series or particularly the spell compendium. Again, change to pathfinder's selection of options and you will benefit by the subtle nerfing that the wizard receives. 3. Spells that tread upon the toes of other classes (particularly fighters and rogues) should be changed into "rituals" or preferably single-use magical items. Eg. Knock being turned into a single use magical paste that can be purchased from a witch or alchemist with decidely loose morals. Summoning should be turned into a ten minute ritual that lasts for a longer set period of time. You can bring your extra-friends along to a combat but you can't bring along any during; allowing all players to "control" summonings rather than the wizard player alone getting the massive time imbalance to themselves. 4. However, to nerf the wizard further if necessary, I would enforce concentration checks for all wizard spells (with a standard DC). The sorcerer on the other hand is free of such casting requirements as their magic comes more naturally. 5. Aside from this, I would overhaul the whole system and make casting an at will but potentially risky exercise if you are stretching beyond your character's capacity or ken. Maybe one day I'll sit down and write such a system up. Best Regards Herremann the Wise [/QUOTE]
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