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The Society of 3.5 Revisionists
Nerf the spellcasters!
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<blockquote data-quote="Hawken" data-source="post: 4604524" data-attributes="member: 23619"><p>Ouch, maybe, but a wizard just shouldn't be able to cast a spell when a fighter grabs him and starts choking him out. Not being able to move with full (or even limited range of motion if pinned) and not being able to breathe (and thus able to speak verbal components) while being choked should make it damn near impossible to cast a spell. </p><p></p><p>If you want an example, find someone accomplished at jiujitsu, let them get a hold of you and then try to sing "itsy bitsy spider" while moving your hands to mimic the gestures that go along with it. Once you're being choked, you've got about 10-15 seconds before you pass out. If you can do that without passing out or getting one of your arms broken, you cast your spell! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p>As for the move issue, the next time a wizard says he wants to take a 5' step and cast, make him do a Concentration check. He asks why, tell him the 5' step is a Violent (DC 15) or Extremely Violent (DC 20) motion. Granted, at about 5th level and up, the character shouldn't have any problem making the check, but then you could add the attacker's BAB into it. </p><p></p><p>This solution could hold in the interim, but I think this problem is a result of the rules of AoO, not necessarily a flaw in the wizard class. Similarly, ranged fighters can do the same action to take a 5' step away from threatening targets and pepper their attacker with missiles. So, I think the final solution should come in the form of adjusting the AoO rules and not penalizing any group of classes because they HAVE to "bend" the rules like this just to function in combat.</p><p></p><p>Regarding skill points, wizards do NOT get a lot of skill points. Yeah, the end up with maybe a 16 or 18 intelligence, or maybe a 20 if they're playing a Drow. But they start off with 2 + int per level this would change that to 5-7 per level, that's a lot compared to the average wizard, whatever the hell that is, but its at best on part with the bard/ranger and still less than a rogue. Also, they have a very limited selection of class skills also. Yes, they could dump them into a lot of Knowledge, but they should anyway. If someone is going to know a lot of stuff it should be wizards.</p><p> </p><p>In this aspect of the game, they should not be penalized at all.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4604524, member: 23619"] Ouch, maybe, but a wizard just shouldn't be able to cast a spell when a fighter grabs him and starts choking him out. Not being able to move with full (or even limited range of motion if pinned) and not being able to breathe (and thus able to speak verbal components) while being choked should make it damn near impossible to cast a spell. If you want an example, find someone accomplished at jiujitsu, let them get a hold of you and then try to sing "itsy bitsy spider" while moving your hands to mimic the gestures that go along with it. Once you're being choked, you've got about 10-15 seconds before you pass out. If you can do that without passing out or getting one of your arms broken, you cast your spell! :P As for the move issue, the next time a wizard says he wants to take a 5' step and cast, make him do a Concentration check. He asks why, tell him the 5' step is a Violent (DC 15) or Extremely Violent (DC 20) motion. Granted, at about 5th level and up, the character shouldn't have any problem making the check, but then you could add the attacker's BAB into it. This solution could hold in the interim, but I think this problem is a result of the rules of AoO, not necessarily a flaw in the wizard class. Similarly, ranged fighters can do the same action to take a 5' step away from threatening targets and pepper their attacker with missiles. So, I think the final solution should come in the form of adjusting the AoO rules and not penalizing any group of classes because they HAVE to "bend" the rules like this just to function in combat. Regarding skill points, wizards do NOT get a lot of skill points. Yeah, the end up with maybe a 16 or 18 intelligence, or maybe a 20 if they're playing a Drow. But they start off with 2 + int per level this would change that to 5-7 per level, that's a lot compared to the average wizard, whatever the hell that is, but its at best on part with the bard/ranger and still less than a rogue. Also, they have a very limited selection of class skills also. Yes, they could dump them into a lot of Knowledge, but they should anyway. If someone is going to know a lot of stuff it should be wizards. In this aspect of the game, they should not be penalized at all. [/QUOTE]
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Nerf the spellcasters!
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