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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="Neonchameleon" data-source="post: 5917507" data-attributes="member: 87792"><p>But that's a setting rather than rules issue. I routinely ban classes in 4e, not because I think they are bad classes but because they don't fit the setting. There's nothing wrong with this.</p><p> </p><p></p><p> </p><p>I remember those days. And I remember my thoughts on people saying that. "Methinks the lady doth protest too much." They didn't like optimisation because they wanted to not think of the elephant.</p><p> </p><p></p><p> </p><p>I disagree. The reason IMO "Old Schoolers" don't get in a tizzy about balance is <em>Gygax prioritised balance.</em> And said as much. What do you think the differing XP charts were about? Why do you think weapons did more damage against large monsters? Why do you think UA had such big boosts for the fighter-types? (Weapon specialisation, Cavaliers, Barbarians). Balance, balance, and balance. Balance is like oxygen. You only really worry about it when you get deprived of it.</p><p> </p><p></p><p> </p><p>This is exactly what everyone who wants at will attacks for wizards wants. It's about being magical not DPR.</p><p> </p><p>For the record, if crossbows hit two thirds of the time there's nothing really wrong with having autohit magic missiles that do half the damage of a crossbow. It makes it useful and cool - and you'll come nowhere near to stepping on the fighter's toes. (And in practice this is the way it works with the 4e Mage - they get autohitting magic missiles for free - but don't use them much because even the humble Ray of Frost is better DPR).</p><p> </p><p></p><p> </p><p>And? That style of play is ... rare these days. From the 3.5 SRD's alchemical equipment:</p><p> </p><p><a href="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#sunrod" target="_blank"><span style="color: #810081">Sunrod</span></a>2 gp1 lb</p><p><strong>Sunrod</strong></p><p></p><p>This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.</p><p> </p><p>People haven't been worrying about how long torches last since that thing was added to core 3.5</p><p> </p><p></p><p></p><p>Actually IME it's much <em>more</em> useful at high levels than low.</p><p> </p><p></p><p>From the 3.5 SRD: </p><p><strong>Hand of the Mage</strong></p><p></p><p>This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell <a href="http://www.d20srd.org/srd/spells/mageHand.htm" target="_blank"><span style="color: #0000ff">mage hand</span></a> at will. </p><p>Faint transmutation; CL 2nd; <a href="http://www.d20srd.org/srd/feats.htm#craftWondrousItem" target="_blank"><span style="color: #0000ff">Craft Wondrous Item</span></a>, <a href="http://www.d20srd.org/srd/spells/mageHand.htm" target="_blank"><span style="color: #0000ff">mage hand</span></a>; Price 900 gp; Weight 2 lb. </p><p> </p><p>It was <em>extremely</em> useful. But not gamebreaking.</p><p> </p><p></p><p> </p><p>4e believe it or not has components that provide bonusses to spells. And are expensive. (And not that well implemented - but people don't like spending money).</p><p> </p><p></p><p> </p><p>If at-will cantrips are not in core, front and centre, I'm going to have issues. It's a strike Bob Crow would dream of against the game. And people who've been playing D&D longer than I've been alive have, at my table (and spontaneously) said that at will spells are something they really like.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5917507, member: 87792"] But that's a setting rather than rules issue. I routinely ban classes in 4e, not because I think they are bad classes but because they don't fit the setting. There's nothing wrong with this. I remember those days. And I remember my thoughts on people saying that. "Methinks the lady doth protest too much." They didn't like optimisation because they wanted to not think of the elephant. I disagree. The reason IMO "Old Schoolers" don't get in a tizzy about balance is [I]Gygax prioritised balance.[/I] And said as much. What do you think the differing XP charts were about? Why do you think weapons did more damage against large monsters? Why do you think UA had such big boosts for the fighter-types? (Weapon specialisation, Cavaliers, Barbarians). Balance, balance, and balance. Balance is like oxygen. You only really worry about it when you get deprived of it. This is exactly what everyone who wants at will attacks for wizards wants. It's about being magical not DPR. For the record, if crossbows hit two thirds of the time there's nothing really wrong with having autohit magic missiles that do half the damage of a crossbow. It makes it useful and cool - and you'll come nowhere near to stepping on the fighter's toes. (And in practice this is the way it works with the 4e Mage - they get autohitting magic missiles for free - but don't use them much because even the humble Ray of Frost is better DPR). And? That style of play is ... rare these days. From the 3.5 SRD's alchemical equipment: [URL="http://www.d20srd.org/srd/equipment/goodsAndServices.htm#sunrod"][COLOR=#810081]Sunrod[/COLOR][/URL]2 gp1 lb [B]Sunrod[/B] This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless. People haven't been worrying about how long torches last since that thing was added to core 3.5 Actually IME it's much [I]more[/I] useful at high levels than low. From the 3.5 SRD: [B]Hand of the Mage[/B] This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell [URL="http://www.d20srd.org/srd/spells/mageHand.htm"][COLOR=#0000ff]mage hand[/COLOR][/URL] at will. Faint transmutation; CL 2nd; [URL="http://www.d20srd.org/srd/feats.htm#craftWondrousItem"][COLOR=#0000ff]Craft Wondrous Item[/COLOR][/URL], [URL="http://www.d20srd.org/srd/spells/mageHand.htm"][COLOR=#0000ff]mage hand[/COLOR][/URL]; Price 900 gp; Weight 2 lb. It was [I]extremely[/I] useful. But not gamebreaking. 4e believe it or not has components that provide bonusses to spells. And are expensive. (And not that well implemented - but people don't like spending money). If at-will cantrips are not in core, front and centre, I'm going to have issues. It's a strike Bob Crow would dream of against the game. And people who've been playing D&D longer than I've been alive have, at my table (and spontaneously) said that at will spells are something they really like. [/QUOTE]
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