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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: 5487431" data-attributes="member: 2067"><p>I would like to see better "niche protection." Which isn't the same as a nerf.</p><p></p><p>Why shouldn't the rogue have <em>Knock</em>, or at least an ability that works with the same reliability and skill? And why shouldn't they have a <em>Spider Climb</em> equivalent? And why does a wizard get it? A wizard should generally not be climbing around and opening things, right?</p><p></p><p>Narrative control like that is powerful, and I'd like to see it given to the classes that are supposed to be in control in a given situation. A bog-standard wizard should not be in control when stealthily exploring the ruins. The rogue should. The wizard should be in control when the party finds a tome of ancient lore, or a strange green liquid in the pools outside the shrine to Juiblex.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5487431, member: 2067"] I would like to see better "niche protection." Which isn't the same as a nerf. Why shouldn't the rogue have [I]Knock[/I], or at least an ability that works with the same reliability and skill? And why shouldn't they have a [I]Spider Climb[/I] equivalent? And why does a wizard get it? A wizard should generally not be climbing around and opening things, right? Narrative control like that is powerful, and I'd like to see it given to the classes that are supposed to be in control in a given situation. A bog-standard wizard should not be in control when stealthily exploring the ruins. The rogue should. The wizard should be in control when the party finds a tome of ancient lore, or a strange green liquid in the pools outside the shrine to Juiblex. [/QUOTE]
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How would you houserule (nerf) magic at high levels.
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