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How would YOU nerf the wizard? +
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<blockquote data-quote="Kinematics" data-source="post: 9329419" data-attributes="member: 6932123"><p>Assuming you're only referring to the cantrip side of things (because there's no way that longer casting times can be considered a boost), my thought was that a lot of the problem with cantrips is that they lean towards making the martials redundant. Not <em>entirely</em> — the martials are still stronger in general — but enough that it doesn't feel like the caster <em>needs</em> the martials. The point of the changes I suggested was to make the wizard more "wizardy", while the actual effects need the martials to really take advantage of them.</p><p></p><p>I don't mind if the wizards get to be more flashy with their effects, as long as it sets up others in the party to play off of those effects, rather than just "wizard solves the problem". That is, it's more of a sideways shift than a definitive nerf, but done so that it's easier for others to take advantage of the situation.</p><p></p><p>Part of it is that it's an "all together" type of suggestion. Fewer universal spells, focusing on subclass spells, longer casting times, more opportunities for interrupted casting, but improved debuff at-will effects rather than more damage as you level. Small nudges in several directions to get an overall limitation, rather than hard nerfs in any one particular area.</p><p></p><p>Maybe the Ray of Frost's scaling effect should be "vulnerable to bludgeoning damage from the next melee attack made before the start of your next turn" instead of increased movement reduction, or something like that, if that option seems like a problem. The point is that the cantrips should be "set-ups" for the party rather than damage sources in and of themselves.</p><p></p><p>And obviously, this is not tested for balance, though it is more focused on in-combat rather than out-of-combat issues (which is also affected by Treantmonk's suggested re-tunings). This is just ideas on the general approach I'd take.</p><p></p><p></p><p>I didn't go for things like reduced hit points, because in my experience wizards either never get hit (in which case their HP doesn't matter), or they get squished really fast (in which case reduced HP only changes "how much overkill").</p><p></p><p>I didn't go for reduced spells gained because the impact of that depends a ton on GM generosity. Plus the change in universal vs subclass spells should help mitigate that.</p><p></p><p>Spell re-tuning is a thing, but that's a massive topic in and of itself. I've already delegated that to Treantmonk's videos.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 9329419, member: 6932123"] Assuming you're only referring to the cantrip side of things (because there's no way that longer casting times can be considered a boost), my thought was that a lot of the problem with cantrips is that they lean towards making the martials redundant. Not [i]entirely[/i] — the martials are still stronger in general — but enough that it doesn't feel like the caster [i]needs[/i] the martials. The point of the changes I suggested was to make the wizard more "wizardy", while the actual effects need the martials to really take advantage of them. I don't mind if the wizards get to be more flashy with their effects, as long as it sets up others in the party to play off of those effects, rather than just "wizard solves the problem". That is, it's more of a sideways shift than a definitive nerf, but done so that it's easier for others to take advantage of the situation. Part of it is that it's an "all together" type of suggestion. Fewer universal spells, focusing on subclass spells, longer casting times, more opportunities for interrupted casting, but improved debuff at-will effects rather than more damage as you level. Small nudges in several directions to get an overall limitation, rather than hard nerfs in any one particular area. Maybe the Ray of Frost's scaling effect should be "vulnerable to bludgeoning damage from the next melee attack made before the start of your next turn" instead of increased movement reduction, or something like that, if that option seems like a problem. The point is that the cantrips should be "set-ups" for the party rather than damage sources in and of themselves. And obviously, this is not tested for balance, though it is more focused on in-combat rather than out-of-combat issues (which is also affected by Treantmonk's suggested re-tunings). This is just ideas on the general approach I'd take. I didn't go for things like reduced hit points, because in my experience wizards either never get hit (in which case their HP doesn't matter), or they get squished really fast (in which case reduced HP only changes "how much overkill"). I didn't go for reduced spells gained because the impact of that depends a ton on GM generosity. Plus the change in universal vs subclass spells should help mitigate that. Spell re-tuning is a thing, but that's a massive topic in and of itself. I've already delegated that to Treantmonk's videos. [/QUOTE]
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