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How would YOU nerf the wizard? +
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<blockquote data-quote="Alzrius" data-source="post: 9328536" data-attributes="member: 8461"><p>I'd reintroduce a lot of the weaknesses that wizards had in earlier editions, since taking those away is what started us down this road.</p><p></p><p>Make casting a spell something which can be interrupted easily. If there's anything which conceivably <em>could</em> ruin your spell, then it <em>does</em> ruin it. No check, or possibility of saving it; it's just gone.</p><p></p><p>While it might be hard to do without reworking the initiative system, make it so that (almost) all spells can't have their casting <em>finished</em> in the same action in which it <em>started</em>. There has to be a chance for enemies to interrupt the casting. Combined with the above restriction, this essentially makes wizards extremely vulnerable, which in turn puts the onus on the rest of the party to protect them. Successfully casting a spell isn't just the wizard's accomplishment at that point; it's the entire party's success.</p><p></p><p>Make it take a <strong>lot </strong>longer to regain spells. If you need to spend four days replenishing everything after you've completely expended your spells available, that could (depending on the adventure in question) put the party in a bad position. This encourages judicious use of spells, and sees wizards relying on staves and wands much like how the fighter relies on magic swords and enchanted bows.</p><p></p><p>And for the most controversial one, consider putting a cap on the maximum number of spells that a wizard can know at each spell level. That way, wizards can't do potentially <em>everything</em>, instead customizing in certain thematic "areas" depending on what spells they pick.</p><p></p><p>Also, there'd be other restrictions on other casting classes. Hey clerics, you're not <em>picking</em> your spells, you're <em>requesting</em> them; what you get is up to your god (who is, remember, trying to <em>help</em> by giving you a different selection of spells).</p></blockquote><p></p>
[QUOTE="Alzrius, post: 9328536, member: 8461"] I'd reintroduce a lot of the weaknesses that wizards had in earlier editions, since taking those away is what started us down this road. Make casting a spell something which can be interrupted easily. If there's anything which conceivably [I]could[/I] ruin your spell, then it [I]does[/I] ruin it. No check, or possibility of saving it; it's just gone. While it might be hard to do without reworking the initiative system, make it so that (almost) all spells can't have their casting [I]finished[/I] in the same action in which it [I]started[/I]. There has to be a chance for enemies to interrupt the casting. Combined with the above restriction, this essentially makes wizards extremely vulnerable, which in turn puts the onus on the rest of the party to protect them. Successfully casting a spell isn't just the wizard's accomplishment at that point; it's the entire party's success. Make it take a [B]lot [/B]longer to regain spells. If you need to spend four days replenishing everything after you've completely expended your spells available, that could (depending on the adventure in question) put the party in a bad position. This encourages judicious use of spells, and sees wizards relying on staves and wands much like how the fighter relies on magic swords and enchanted bows. And for the most controversial one, consider putting a cap on the maximum number of spells that a wizard can know at each spell level. That way, wizards can't do potentially [I]everything[/I], instead customizing in certain thematic "areas" depending on what spells they pick. Also, there'd be other restrictions on other casting classes. Hey clerics, you're not [i]picking[/i] your spells, you're [i]requesting[/i] them; what you get is up to your god (who is, remember, trying to [i]help[/i] by giving you a different selection of spells). [/QUOTE]
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