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How would YOU nerf the wizard? +
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<blockquote data-quote="Undrave" data-source="post: 9331571" data-attributes="member: 7015698"><p>I also think if your nerfing makes the Wizard more fiddly, or complicated, or adds extra accounting, you're going in the wrong direction. I don't care if you think cantrip are the second coming of Tiamat, I'm not tracking their daily usages on top of existing spell slots. </p><p></p><p>Maybe simplify it a little? You start casting your spell on your usual initiative (your speed should always become zero when you start casting so you can't move afterward) and then your spell's effect activates after a certain number of other creatures (allies or enemies) have taken actions equal to the spell level, with cantrips being 0. If you get hit you need a concentration check not to fail to cast. Crucially, upcasting does not change the timing so it becomes a more strategically important action. Also this counting could carry over from round to round if you're at the bottom of the initiative order. </p><p></p><p>So you start casting your fireball and maybe your ally gets time to move out of the way or the enemies get a shot at scattering.</p></blockquote><p></p>
[QUOTE="Undrave, post: 9331571, member: 7015698"] I also think if your nerfing makes the Wizard more fiddly, or complicated, or adds extra accounting, you're going in the wrong direction. I don't care if you think cantrip are the second coming of Tiamat, I'm not tracking their daily usages on top of existing spell slots. Maybe simplify it a little? You start casting your spell on your usual initiative (your speed should always become zero when you start casting so you can't move afterward) and then your spell's effect activates after a certain number of other creatures (allies or enemies) have taken actions equal to the spell level, with cantrips being 0. If you get hit you need a concentration check not to fail to cast. Crucially, upcasting does not change the timing so it becomes a more strategically important action. Also this counting could carry over from round to round if you're at the bottom of the initiative order. So you start casting your fireball and maybe your ally gets time to move out of the way or the enemies get a shot at scattering. [/QUOTE]
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