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<blockquote data-quote="Bloodspoor" data-source="post: 5747219" data-attributes="member: 98148"><p>I think I've only posted on this forum once before. It probably wasn't anything profound, so don't expect this to be either. Let me start by saying that I used to think wizards and sorcerers were a bit overpowered, but I've since changed my mind. At high levels, a wizard can destroy planets (albeit very unlikely) while fighters can only destroy armies (also very unlikely). I don't want to bash on your idea, but rather comment and give some constructive criticism. I'm using an app on iPad to create this, so I can't use the quote feature. Sorry for this. Bear with me.</p><p></p><p>Let me get this off my chest. How are sorcerers supposed to learn new spells? Are you going to create a new item that they can use to absorb spells from a spell book or do they learn spells normally as wizards do in your campaign? I'm mostly just curious as to how you planned on implementing this.</p><p></p><p>Also, let me get this out of the way. Mundane classes such as fighters and rogues get a lot of handouts in the form of loot. A scroll here or there isn't really much of a handout for mages especially since, as you've pointed out, they have an adequate number of spells already just from class levels. The difference here is that the average fighter doesn't rely on just one weapon. He's not committed to it and if he comes across something that suits him better, he's going to replace that dingy +2 frost dagger for a +2 longsword with flaming burst. Like a wizard, though he is probably going to hang onto that in case he comes across something immune to fire. Yes, his inventory may weigh him down more, but he also has a 16+ strength while the wiz has a meager 10 or maybe a 12 if he had good rolls. He can afford to carry more. But enough about wizard vs fighter.</p><p></p><p>What you want to know is how viable your campaign mod is. The short answer, as many have attempted to point out is that it's not. You came here asking for opinions on your proposed caster nerfs and have been I'm pretty certain, unanimously shunned, yet you still insist on showing us what makes your model so attractive. I must admit that I was intrigued by it at first, but I also assumed this was a mod for an all wizard campaign or something. That would be a very interesting campaign to be in as your goal as a group would be to increase your knowledge and spell library by traversing the globe.</p><p></p><p>Unfortunately, the real truth is that this will only drive players from being casters in your campaign and you're going to throw something at your all fighter party that they just can't handle without that Mage. As GM, it should be your goal to make all your players feel useful. If the Mage is taking all the glory, give that monster some good old magic armor in the form of spell resistance, steal his only spell book, or make the scrolls in your world cost more to buy. There are tons of ways to nerf players who are abusing a specific mechanic without throwing a wrench in the system.</p><p></p><p>If all of this still doesn't convince you, let's try to tweak it a bit. How about instead of giving them only one spell every two levels, try giving them one spell each level. Perhaps make copying spells an impossibility, where only a tutor can teach you the spells. Maybe they can copy spells and they get spells at the normal rate, but only one of those spells is from their studies (learned instantly), but the other is learned from a teacher in a far off land. This can provide hooks to get the party headed where you want them to go. How about they need to actually study that other spell, which takes a number of hours to learn equal to 10 x spell level. Reading more than 2 hours a day while adventuring wouldn't be feasible, but by sacrificing all but cantrip spells for the day, he could study up to 10 hours in a single day. This will keep them from instantly having an answer to an impending problem or at least prevent them from having too many solutions right away. Things like this are still a bit oppressive, but far less than what you suggest.</p><p></p><p>One last thought, with your method, I believe you're going to find other problems come up. Your mages are going to be very demanding about getting new spells and it may detract from the mundane classes' sense of adventuring if all they're ever doing is going to visit some arcane library in a forgotten place so that their wizard doesn't keep spamming fireballs. Also, you may see MORE min/max characters because of this. That Mage that was going to take Displacement and Haste will probably go with the fan favorite 3rd level spell Fireball just so he can feel like he's contributing. Also, be careful when you push them, they may push back by taking things like Shapechange which can really ruin your day even with Pathfinder's limitations.</p><p></p><p>Shapechange</p><p>School transmutation (polymorph); Level druid 9, sorcerer/wizard 9</p><p>Casting Time 1 standard action</p><p>Components V, S, F (jade circlet worth 1,500 gp)</p><p>Range personal</p><p>Target you</p><p>Duration 10 min./level (D)</p><p></p><p>This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self , beast form IV, elemental body IV , form of the dragon III , giant form II , and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action.</p><p></p><p>Food for thought. Hope this helps you with your ultimate goals. Happy gaming!</p></blockquote><p></p>
[QUOTE="Bloodspoor, post: 5747219, member: 98148"] I think I've only posted on this forum once before. It probably wasn't anything profound, so don't expect this to be either. Let me start by saying that I used to think wizards and sorcerers were a bit overpowered, but I've since changed my mind. At high levels, a wizard can destroy planets (albeit very unlikely) while fighters can only destroy armies (also very unlikely). I don't want to bash on your idea, but rather comment and give some constructive criticism. I'm using an app on iPad to create this, so I can't use the quote feature. Sorry for this. Bear with me. Let me get this off my chest. How are sorcerers supposed to learn new spells? Are you going to create a new item that they can use to absorb spells from a spell book or do they learn spells normally as wizards do in your campaign? I'm mostly just curious as to how you planned on implementing this. Also, let me get this out of the way. Mundane classes such as fighters and rogues get a lot of handouts in the form of loot. A scroll here or there isn't really much of a handout for mages especially since, as you've pointed out, they have an adequate number of spells already just from class levels. The difference here is that the average fighter doesn't rely on just one weapon. He's not committed to it and if he comes across something that suits him better, he's going to replace that dingy +2 frost dagger for a +2 longsword with flaming burst. Like a wizard, though he is probably going to hang onto that in case he comes across something immune to fire. Yes, his inventory may weigh him down more, but he also has a 16+ strength while the wiz has a meager 10 or maybe a 12 if he had good rolls. He can afford to carry more. But enough about wizard vs fighter. What you want to know is how viable your campaign mod is. The short answer, as many have attempted to point out is that it's not. You came here asking for opinions on your proposed caster nerfs and have been I'm pretty certain, unanimously shunned, yet you still insist on showing us what makes your model so attractive. I must admit that I was intrigued by it at first, but I also assumed this was a mod for an all wizard campaign or something. That would be a very interesting campaign to be in as your goal as a group would be to increase your knowledge and spell library by traversing the globe. Unfortunately, the real truth is that this will only drive players from being casters in your campaign and you're going to throw something at your all fighter party that they just can't handle without that Mage. As GM, it should be your goal to make all your players feel useful. If the Mage is taking all the glory, give that monster some good old magic armor in the form of spell resistance, steal his only spell book, or make the scrolls in your world cost more to buy. There are tons of ways to nerf players who are abusing a specific mechanic without throwing a wrench in the system. If all of this still doesn't convince you, let's try to tweak it a bit. How about instead of giving them only one spell every two levels, try giving them one spell each level. Perhaps make copying spells an impossibility, where only a tutor can teach you the spells. Maybe they can copy spells and they get spells at the normal rate, but only one of those spells is from their studies (learned instantly), but the other is learned from a teacher in a far off land. This can provide hooks to get the party headed where you want them to go. How about they need to actually study that other spell, which takes a number of hours to learn equal to 10 x spell level. Reading more than 2 hours a day while adventuring wouldn't be feasible, but by sacrificing all but cantrip spells for the day, he could study up to 10 hours in a single day. This will keep them from instantly having an answer to an impending problem or at least prevent them from having too many solutions right away. Things like this are still a bit oppressive, but far less than what you suggest. One last thought, with your method, I believe you're going to find other problems come up. Your mages are going to be very demanding about getting new spells and it may detract from the mundane classes' sense of adventuring if all they're ever doing is going to visit some arcane library in a forgotten place so that their wizard doesn't keep spamming fireballs. Also, you may see MORE min/max characters because of this. That Mage that was going to take Displacement and Haste will probably go with the fan favorite 3rd level spell Fireball just so he can feel like he's contributing. Also, be careful when you push them, they may push back by taking things like Shapechange which can really ruin your day even with Pathfinder's limitations. Shapechange School transmutation (polymorph); Level druid 9, sorcerer/wizard 9 Casting Time 1 standard action Components V, S, F (jade circlet worth 1,500 gp) Range personal Target you Duration 10 min./level (D) This spell allows you to take the form of a wide variety of creatures. This spell can function as alter self , beast form IV, elemental body IV , form of the dragon III , giant form II , and plant shape III depending on what form you take. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. Food for thought. Hope this helps you with your ultimate goals. Happy gaming! [/QUOTE]
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