Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Might vs Magic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Andor" data-source="post: 5816129" data-attributes="member: 1879"><p>There are several ways to balance magic (by which I mean big, showy spells like Fireball or Prismatic Spray, not reasonable at-wills like MM or Ice Dagger) across time.</p><p></p><p>1e did it across the life of the character so that being a 1st level mage was a poor career choice when compared to, say, shark wrestler. However if you made it past 5th level you were a squishy god amoung men.</p><p></p><p>3e tried to buff the Fighter, and succeeded to an extent, especially with the Bo9S. The mistake they made was, I think, a legacy of the Vancian magic system. Magic still drove everything the party did however which led to the 15 minute adventuring work day, and was not pretty.</p><p></p><p>4e realized that you can have a few big vancian effects a day, combined with useful but not overpowered at-will abilities and make a balanced mage. Then they went a step too far and made everyone a mage and their little dog too.</p><p></p><p><strong>So, 5e. </strong>I'd like to see the 5e mage built on the 4e model. A few big spells a day, but mostly limited to cool, but not powerful at-wills. There are two problems with this:</p><p></p><p>1) How do you balance a big flashy ability across time? The obvious answer is to have the at-will powers be weaker than the non-magic classes at-will abilities. IE: An ice dagger does less damage or hits less than a greatsword to the face does. Of course this can then lead to complaints (which we saw all the time back in the old days) that the wizard might as well not be there once out of big spells.</p><p></p><p>There are other ways to balance it though, which is to make the Wizard pay for his fun with some direct cost.</p><p></p><p>This can be an opportunity coat: E.G: Any Vancian spell cast shuts down all magical abilities for (level of spell) rounds as the Mage recuperates his personal mana store. So fire off that fireball and you're back to using a dagger for 3 rounds before you can cast another spell or use your magic feats.</p><p></p><p>It can be a direct cost. IE Pay level-of-spell d4 HP to cast a Vancian spell. Brutal but flavorful.</p><p></p><p>It can be a risk cost. EG: All Vancian spells have (at least) full round casting times so the Wizard always risks interruption. This is good in that the rest of the players then have buy-in for the big magic moment, since they need to protect the wizard for him to even think about casting his big spell. This way his big moment becomes a big moment for the whole team. The down side is, as I've said before, if your whole schtick is one moment of glory a day, it sucks to lose it to a lucky kobold with a rock.</p><p></p><p>2) If the Wizards (or Clerics) big Vancian spells are showstoppers, then this will tend to push you back into the 15 minute adventuring day. Once the big guns are gone, why risk pushing onward without a safety net? Just wait a day and get your net back. This can be offset by adventure design but that then straightjackets adventure design. </p><p></p><p>Not sure what to do about this one.</p></blockquote><p></p>
[QUOTE="Andor, post: 5816129, member: 1879"] There are several ways to balance magic (by which I mean big, showy spells like Fireball or Prismatic Spray, not reasonable at-wills like MM or Ice Dagger) across time. 1e did it across the life of the character so that being a 1st level mage was a poor career choice when compared to, say, shark wrestler. However if you made it past 5th level you were a squishy god amoung men. 3e tried to buff the Fighter, and succeeded to an extent, especially with the Bo9S. The mistake they made was, I think, a legacy of the Vancian magic system. Magic still drove everything the party did however which led to the 15 minute adventuring work day, and was not pretty. 4e realized that you can have a few big vancian effects a day, combined with useful but not overpowered at-will abilities and make a balanced mage. Then they went a step too far and made everyone a mage and their little dog too. [B]So, 5e. [/B]I'd like to see the 5e mage built on the 4e model. A few big spells a day, but mostly limited to cool, but not powerful at-wills. There are two problems with this: 1) How do you balance a big flashy ability across time? The obvious answer is to have the at-will powers be weaker than the non-magic classes at-will abilities. IE: An ice dagger does less damage or hits less than a greatsword to the face does. Of course this can then lead to complaints (which we saw all the time back in the old days) that the wizard might as well not be there once out of big spells. There are other ways to balance it though, which is to make the Wizard pay for his fun with some direct cost. This can be an opportunity coat: E.G: Any Vancian spell cast shuts down all magical abilities for (level of spell) rounds as the Mage recuperates his personal mana store. So fire off that fireball and you're back to using a dagger for 3 rounds before you can cast another spell or use your magic feats. It can be a direct cost. IE Pay level-of-spell d4 HP to cast a Vancian spell. Brutal but flavorful. It can be a risk cost. EG: All Vancian spells have (at least) full round casting times so the Wizard always risks interruption. This is good in that the rest of the players then have buy-in for the big magic moment, since they need to protect the wizard for him to even think about casting his big spell. This way his big moment becomes a big moment for the whole team. The down side is, as I've said before, if your whole schtick is one moment of glory a day, it sucks to lose it to a lucky kobold with a rock. 2) If the Wizards (or Clerics) big Vancian spells are showstoppers, then this will tend to push you back into the 15 minute adventuring day. Once the big guns are gone, why risk pushing onward without a safety net? Just wait a day and get your net back. This can be offset by adventure design but that then straightjackets adventure design. Not sure what to do about this one. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Might vs Magic
Top