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How would you houserule (nerf) magic at high levels.
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<blockquote data-quote="I'm A Banana" data-source="post: 5485983" data-attributes="member: 2067"><p>Yeah, I see your case. I was just plucking <em>Wish</em> out of a barrel labeled "high level wizard abilities." Maybe a +5 Vorpal Sword is more equal to a hypothetical <em>Death</em> spell or something (both kill things right away with a good chance of success). </p><p></p><p>But your last point matches up to what I was saying. Those mythic fighters often relied on plot points for their power -- Achilles dipped in the Styx made him invulnerable. Wizard in classical D&D have never depended on plot points -- they get plot points as class abilities. They get to be invulnerable because they picked the <em>Invulnerability</em> spell. This legacy probably came from attempts to emulate fiction, where wizards just had power, and fighters often had to do something like eat the heart of a dragon, or pull a magic sword out of a rock of destiny, for them to have those powers. </p><p></p><p>The equalization mechanism is thus to remove some of the plot-point ability from wizards (no, you don't get to grant your own wishes) and give some plot-point ability to fighters (sure, you can kill things with a vorpal sword without having to have the DM drop one for you, at about the same level that a wizard can kill things with their death spell), and keep some plot-point ability only in the hands of the DM, for them to hand out, that apply equally across all character classes (free the genie, get a wish, whether you're Merlin, Aladdin, or Conan; you can't plane shift except when the DM allows it, etc). </p><p></p><p>The 4e solution is a step in the right direction, but it just puts every plot-point ability in the hands of a DM and makes wizards and fighters equal in their ability to do jack-all to affect the plot. </p><p></p><p>Which isn't my ideal solution, though it does equalize. I want to give wizards <em>scry</em> and <em>teleport</em>, but I don't want to give it to them without giving fighters magic mirrors and pegasi. I like the idea of making both of them treasures, rather than making both of them class abilities, meaning that at some point, someone gets an ability like <em>scry</em> or <em>teleport</em>, but they don't get to pick it when they level up, and it's not relegated to a particular character class. They get it as a matter of adventure -- a plot point. A magic item. A supernatural creature. Even a tome of mighty magic (that doesn't require you to be a mighty mage to read the thing).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5485983, member: 2067"] Yeah, I see your case. I was just plucking [I]Wish[/I] out of a barrel labeled "high level wizard abilities." Maybe a +5 Vorpal Sword is more equal to a hypothetical [I]Death[/I] spell or something (both kill things right away with a good chance of success). But your last point matches up to what I was saying. Those mythic fighters often relied on plot points for their power -- Achilles dipped in the Styx made him invulnerable. Wizard in classical D&D have never depended on plot points -- they get plot points as class abilities. They get to be invulnerable because they picked the [I]Invulnerability[/I] spell. This legacy probably came from attempts to emulate fiction, where wizards just had power, and fighters often had to do something like eat the heart of a dragon, or pull a magic sword out of a rock of destiny, for them to have those powers. The equalization mechanism is thus to remove some of the plot-point ability from wizards (no, you don't get to grant your own wishes) and give some plot-point ability to fighters (sure, you can kill things with a vorpal sword without having to have the DM drop one for you, at about the same level that a wizard can kill things with their death spell), and keep some plot-point ability only in the hands of the DM, for them to hand out, that apply equally across all character classes (free the genie, get a wish, whether you're Merlin, Aladdin, or Conan; you can't plane shift except when the DM allows it, etc). The 4e solution is a step in the right direction, but it just puts every plot-point ability in the hands of a DM and makes wizards and fighters equal in their ability to do jack-all to affect the plot. Which isn't my ideal solution, though it does equalize. I want to give wizards [I]scry[/I] and [I]teleport[/I], but I don't want to give it to them without giving fighters magic mirrors and pegasi. I like the idea of making both of them treasures, rather than making both of them class abilities, meaning that at some point, someone gets an ability like [I]scry[/I] or [I]teleport[/I], but they don't get to pick it when they level up, and it's not relegated to a particular character class. They get it as a matter of adventure -- a plot point. A magic item. A supernatural creature. Even a tome of mighty magic (that doesn't require you to be a mighty mage to read the thing). [/QUOTE]
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