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How would YOU nerf the wizard? +
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<blockquote data-quote="Steampunkette" data-source="post: 9335098" data-attributes="member: 6796468"><p>Yay! The Wizard casts <em>Haste</em>! And then... does... what? 'Cause the fight typically doesn't end in 1 round. Round two, <em>Fireball</em>. Or <em>Cone of Cold</em> or <em>Magic Missile</em> if you wanna insult your target, or whatever.</p><p></p><p>Because it's not one or the other <strong>it is BOTH</strong>.</p><p></p><p>Making Wizards do even more damage on the turns they spend dealing damage will not help balance the game unless you nerf all the OTHER spells into the freaking dirt.</p><p></p><p>As far as "Making them less binary" there's no such thing. If someone casts <em>Slow</em> on you, you either fail the save and are slowed or pass the save and aren't slowed. Making a "Less Slowed" option for failing the save still makes it binary. Slowed or "Lightly Slowed" is still binary. </p><p>Even if you change the target phenomenon to something other than a saving throw there's still only two outcomes. </p><p></p><p>The core function of D&D and most TTRPGs is roll dice to determine a binary proposition. Either you made the Athletics Check or you didn't. Either you hit the goblin or you didn't. Either you made your save or you didn't.</p><p></p><p>You -could- create a third layer of "Well if you roll better than DC+5 it doesn't have any effect at all!" or "If you fail by more than 5 it has an even harder effect" but that just requires an extra 4 seconds of asking questions and complicates the spell to minimal benefit for anyone.</p><p>And the more complexity you add to determining whether a spell has taken effect, or how heavily it has taken effect, just makes things take longer.</p><p></p><p>There are a few games like Daggerheart where success or failure also provides an additional piece of information (Hope/Fear), which could be useful... but you'd be adding that complexity into the game and making things take longer to resolve.</p><p></p><p>And if there's anything that takes too long to resolve, already, it's the Wizard's turn in combat.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 9335098, member: 6796468"] Yay! The Wizard casts [I]Haste[/I]! And then... does... what? 'Cause the fight typically doesn't end in 1 round. Round two, [I]Fireball[/I]. Or [I]Cone of Cold[/I] or [I]Magic Missile[/I] if you wanna insult your target, or whatever. Because it's not one or the other [B]it is BOTH[/B]. Making Wizards do even more damage on the turns they spend dealing damage will not help balance the game unless you nerf all the OTHER spells into the freaking dirt. As far as "Making them less binary" there's no such thing. If someone casts [I]Slow[/I] on you, you either fail the save and are slowed or pass the save and aren't slowed. Making a "Less Slowed" option for failing the save still makes it binary. Slowed or "Lightly Slowed" is still binary. Even if you change the target phenomenon to something other than a saving throw there's still only two outcomes. The core function of D&D and most TTRPGs is roll dice to determine a binary proposition. Either you made the Athletics Check or you didn't. Either you hit the goblin or you didn't. Either you made your save or you didn't. You -could- create a third layer of "Well if you roll better than DC+5 it doesn't have any effect at all!" or "If you fail by more than 5 it has an even harder effect" but that just requires an extra 4 seconds of asking questions and complicates the spell to minimal benefit for anyone. And the more complexity you add to determining whether a spell has taken effect, or how heavily it has taken effect, just makes things take longer. There are a few games like Daggerheart where success or failure also provides an additional piece of information (Hope/Fear), which could be useful... but you'd be adding that complexity into the game and making things take longer to resolve. And if there's anything that takes too long to resolve, already, it's the Wizard's turn in combat. [/QUOTE]
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