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<blockquote data-quote="Bloodspoor" data-source="post: 5750246" data-attributes="member: 98148"><p>I've been watching this thread since I responded to it and it's quite amusing how it seems as though you're defending your decision to alter wizards rather than see the advice and insight others have tried to impart. Maybe you should step back a bit and see it from a different perspective. Do you play or just DM? Maybe try playing a wizard for a bit and see how someone else handles the reigns.</p><p></p><p>I've also come up with a few suggestions for your game that you may like.</p><p></p><p>First off, the general feeling I get from your players is that THEY think being a caster is their best option. The easiest way I can think of to make casters a less common class is to have the governing bodies of your world decide that magic is evil. A big problem many people can have with casters is divination. Have the powers that be decide that all diviners be put to death for depriving the common people's right to a private life via arcane trickeries. This could have been onset by royalty being kidnapped by a sinister mage who used your own players' method of scry and fry. Furthermore, anyone caught practicing the arcane arts will be given a trial by the local magistrate. This might end in death, but more often than not, something more crippling such as having their tongue removed or by crushing their hands with a mill stone. If this happens to your players, they will be forced to take feats that allow them to cast without semantic or verbal components. The smart ones will simply avoid using spells in public, but remember this: There is ALWAYS a survivor.</p><p></p><p>Another way to balance the playing field would be to simply offer the fighter classes some kind of heirloom piece that suits their particular class. An example would be a barbarian getting a +1 Anarchic Mammoth Jaw (Greatsword or Greatclub). Maybe that paladin's father was a great paladin himself who died in service of his church and wanted his son to one day don his +2 Adamantine Breastplate. Thieves who join the local guild are given Handy Haversacks, etc. Just so mages don't feel left out in the cold, give them a ring of protection +2 or a necklace of fireballs. That necklace will be powerful at first level, but for how long? Also, it may make them feel like they can handle a fight and choose other spells.</p><p></p><p>My last suggestion for the moment is to keep wizards as they are, but make it known that evocation directly opposes divination in your world. If they specialize in one, the other is off their radar. Conversely, you could make it so that they still get two spells, but only one of their free spells can be boom spells. It's your game, they answer to you. Make it so they have to tell you the level prior what spells they are researching so that when it comes time for them to level, you're adequately prepared. perhaps make their automatic spells every two levels automatic attempts at learning a spell. Use the rules for copying from a scroll to learn, but lower the dc by half their level. Again, I personally only use that in all Mage campaigns, but do with it whatever you like.</p><p></p><p>Again, I hope my input proves to be helpful. Also, to everyone else slapping him with redundant slams about how he's a bad GM (mostly all implied) or that he's doing it wrong, give him a break. It's pretty obvious that he's a bit stuck on the whole 'Wizards don't have to pay for equipment' thing, so let's try to feed him our ideas for when wizards throw a wrench in the gears. I know some of you already have, but they're not being proposed in a constructive manner, so he's taken a bit of a defensive stance. To the OP, lighten up. This doesn't need to be a flamewar. Your defensive position is making you come off as a tad stubborn and unwilling to hear good reason.</p><p></p><p>Edit: I almost forgot. Have you ever heard of a variant rule set called E6 or Epic 6? Basically, it suggests that players stop advancing traditionally after 6th level. After 6th, PCs will get an additional feat for every 5,000 experience they earn. This allows wizards to get fairly powerful spells, but never the power of gods and full BAB classes get their second attack. It's out there, so look it up. I'm thinking about running a game like this for kicks.</p></blockquote><p></p>
[QUOTE="Bloodspoor, post: 5750246, member: 98148"] I've been watching this thread since I responded to it and it's quite amusing how it seems as though you're defending your decision to alter wizards rather than see the advice and insight others have tried to impart. Maybe you should step back a bit and see it from a different perspective. Do you play or just DM? Maybe try playing a wizard for a bit and see how someone else handles the reigns. I've also come up with a few suggestions for your game that you may like. First off, the general feeling I get from your players is that THEY think being a caster is their best option. The easiest way I can think of to make casters a less common class is to have the governing bodies of your world decide that magic is evil. A big problem many people can have with casters is divination. Have the powers that be decide that all diviners be put to death for depriving the common people's right to a private life via arcane trickeries. This could have been onset by royalty being kidnapped by a sinister mage who used your own players' method of scry and fry. Furthermore, anyone caught practicing the arcane arts will be given a trial by the local magistrate. This might end in death, but more often than not, something more crippling such as having their tongue removed or by crushing their hands with a mill stone. If this happens to your players, they will be forced to take feats that allow them to cast without semantic or verbal components. The smart ones will simply avoid using spells in public, but remember this: There is ALWAYS a survivor. Another way to balance the playing field would be to simply offer the fighter classes some kind of heirloom piece that suits their particular class. An example would be a barbarian getting a +1 Anarchic Mammoth Jaw (Greatsword or Greatclub). Maybe that paladin's father was a great paladin himself who died in service of his church and wanted his son to one day don his +2 Adamantine Breastplate. Thieves who join the local guild are given Handy Haversacks, etc. Just so mages don't feel left out in the cold, give them a ring of protection +2 or a necklace of fireballs. That necklace will be powerful at first level, but for how long? Also, it may make them feel like they can handle a fight and choose other spells. My last suggestion for the moment is to keep wizards as they are, but make it known that evocation directly opposes divination in your world. If they specialize in one, the other is off their radar. Conversely, you could make it so that they still get two spells, but only one of their free spells can be boom spells. It's your game, they answer to you. Make it so they have to tell you the level prior what spells they are researching so that when it comes time for them to level, you're adequately prepared. perhaps make their automatic spells every two levels automatic attempts at learning a spell. Use the rules for copying from a scroll to learn, but lower the dc by half their level. Again, I personally only use that in all Mage campaigns, but do with it whatever you like. Again, I hope my input proves to be helpful. Also, to everyone else slapping him with redundant slams about how he's a bad GM (mostly all implied) or that he's doing it wrong, give him a break. It's pretty obvious that he's a bit stuck on the whole 'Wizards don't have to pay for equipment' thing, so let's try to feed him our ideas for when wizards throw a wrench in the gears. I know some of you already have, but they're not being proposed in a constructive manner, so he's taken a bit of a defensive stance. To the OP, lighten up. This doesn't need to be a flamewar. Your defensive position is making you come off as a tad stubborn and unwilling to hear good reason. Edit: I almost forgot. Have you ever heard of a variant rule set called E6 or Epic 6? Basically, it suggests that players stop advancing traditionally after 6th level. After 6th, PCs will get an additional feat for every 5,000 experience they earn. This allows wizards to get fairly powerful spells, but never the power of gods and full BAB classes get their second attack. It's out there, so look it up. I'm thinking about running a game like this for kicks. [/QUOTE]
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