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How would YOU nerf the wizard? +
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<blockquote data-quote="Gammadoodler" data-source="post: 9334293" data-attributes="member: 6914290"><p>1. Effectiveness..you've set up a bit of a strawman here. There is a range of unpredictability/risk between zero and "equal chance to TPK as solve the problem at hand". Moreover, the other extreme, 100% chance to solve the problem at hand, seems equally unreasonable and unfun to me. It's just hard for me to see the appeal of the vending machine mage.</p><p></p><p>2. Zero to demigod.. I wouldn't have a problem with the zero to demigod progression if the other classes could keep up. To me, this is more an issue with the other classes than it is the wizard. Holding other classes constant. I think your approach is reasonable. I just wouldn't hold those things constant.</p><p></p><p>3. The Fantasy.. fully agree..insofar as it is reasonably balanced with other classes' capabilities. That said.. the current style casting doesn't feel very magical to me. It's less "harness the mysterious forces latent in the world around me" and more "My player presses the button, I get the magics." </p><p>The fact that you can have a negative INT modifier and still be just as effective (though markedly less flexible) is particularly damning, to me. Like, sure, they have trouble comprehending Dr. Seuss, but they can manifest unbreakable walls of diet gravity and cast their wishes upon the Universe..</p><p></p><p>4.(Stealthmode) Simplicity and Fun. This actually goes back to the question I posed to you. What do you <strong>need</strong> the Wizard class to <strong>do</strong> in order to be fun for you? Is it just "solve problems with 100% predictable magic, most of the time"</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 9334293, member: 6914290"] 1. Effectiveness..you've set up a bit of a strawman here. There is a range of unpredictability/risk between zero and "equal chance to TPK as solve the problem at hand". Moreover, the other extreme, 100% chance to solve the problem at hand, seems equally unreasonable and unfun to me. It's just hard for me to see the appeal of the vending machine mage. 2. Zero to demigod.. I wouldn't have a problem with the zero to demigod progression if the other classes could keep up. To me, this is more an issue with the other classes than it is the wizard. Holding other classes constant. I think your approach is reasonable. I just wouldn't hold those things constant. 3. The Fantasy.. fully agree..insofar as it is reasonably balanced with other classes' capabilities. That said.. the current style casting doesn't feel very magical to me. It's less "harness the mysterious forces latent in the world around me" and more "My player presses the button, I get the magics." The fact that you can have a negative INT modifier and still be just as effective (though markedly less flexible) is particularly damning, to me. Like, sure, they have trouble comprehending Dr. Seuss, but they can manifest unbreakable walls of diet gravity and cast their wishes upon the Universe.. 4.(Stealthmode) Simplicity and Fun. This actually goes back to the question I posed to you. What do you [B]need[/B] the Wizard class to [B]do[/B] in order to be fun for you? Is it just "solve problems with 100% predictable magic, most of the time" [/QUOTE]
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