And yes, my thinking was that wands would work in the same way as scrolls - instead of having charges they would instead allow the caster to spontaneously cast the spell as often as he had slots available.
I’ve toyed with the “no charges/replaces a spell of the same level” idea. I find that powerful, in that the item is now something that won’t just crumble to dust after a while. That makes a meaningful tradeoff. Changing all wands makes Use Magic Device a lot less useful, though.
I don't think I could better underline one of the core problems of the wizard. "A wizard who memorizes this spell gives up other better useful spells". But the rogue, naturally, can't do any of the better useful things a wizard can so he pitches in by picking locks and allowing the wizard fun toys. 4e Knock wins here - it takes a minute to cast when the rogue can have the lock open in seconds.
How does the Wizard do fighting in close quarters where the Rogue and Fighter can always flank the target? A variety of challenges typically allows all party members a chance to shine. The Fighter and Rogue have no difficulty battling in Silence either.
The point is the rogue should be better at picking locks than the wizard. That you have to impose metagame limits on very basic roleplaying just points to a problem with the system.
How many locks can a wizard get through in a day? And why don’t Evil creatures have locked containers for their possessions – putting a lot of trust in those other Evil creatures not to steal their stuff (like those N and even G rogues do in some PC parties!)
As for "An epic level fighter can mow down most armies", Giant in the Playground had a series of duels. Level 13 wizard vs Level 20 fighter. The wizard was seriously nerfed - no teleporting away, no prebuffing, no scrying. And the fighter did win one - but that had nothing to do with being a fighter rather than being a glorified commoner with three quarters of a million GP worth of equipment. The level 20 fighter wasn't a match for the level 13 wizard, despite the wealth.
So the Wizard knows he’s going up against a single L20 Fighter, and customizes his spellbook and spell selection for same? Can the Fighter have a magic item that puts an Anti-Magic Shell around him, or creates (or transports him and the wizard to) a Dead Magic Zone for a brief period of time? Perhaps a magical sword with a few wizard killing abilities?
What happens if we take that Wizard who’s loaded up for the day to face a single L20 fighter and instead place him against a CR 13 challenge that lacks the fighter’s weaknesses? Say a group of L10 wizards (enough to equal CR 13, forget CR 20) with lots of Dispel Magics and FORT/REF save spells (or just loaded up with Dispels and Magic Missiles)? Let’s say about half delay to Dispel if the L13 Wizard casts, while the other half use Magic Missiles, Scorching Rays, etc. (no 3
rd level offense – they need that for Scorching Ray!).
And for an army? 1 arrow in 20 from the commoners is going to hit. Doing about d8 damage. 400 archers with light crossbows? That level 20 fighter is going down like Jacques Cousteau.
I see. An Animal Companion being reassured enough to use a water breathing spell offends your sense of verisimilitude, but 400 commoners all easily able to target a single Fighter in their midst does not. I think that Fighter has Total Cover from a lot of those Commoners’ crossbows.
There are tons of problems with tier 1 caster (many of them outlined here). However, one of the main problems with tier 1 casters versus martial melee characters is the Action Economy framework of the 3.x/PF system. The action economy of casting a spell is bound up in standard actions. Spellcasters' payload scales along the paradigm of the standard action as they level up. However, this is not the way for martial melee (ranged manyshot excluded) characters. Their payload is bound up in the full attack action and therefore scales with usage of that action economy framework. As such, forgoing a full attack in order to leverage a move action and a standard action becomes more and more punitive as the game progresses; punitive to the point that anything other than standing in front of an enemy and rock-em sock-em full attack routine is costing you and your group in the action economy game versus your enemies. In a game as swingy as mid to high level D&D, that is a very, very bad idea. Further, the same goes for monsters with multi-attack routines that rely on full attack actions; the main reason why high level enemies have to be casters because kiting/shutting down melee enemies is a joke...and the reason why dragons go from being dragons to...well sorcerers.
Pathfinder helped with this one. Cleave was changed to allow a standard action to take one swing and, if it hits, take a second one on an adjacent target. Great Cleave allows them to continue as long as they keep hitting, until every target in reach is struck (or you miss – but all these are at full BAB). Poor fighter has to suck up a -2 to AC, though.
There are also feats (and some class skills) allowing a single attack that does more damage. Vital Strike allows double base damage, with a chain boosting this to triple and quadruple. IIRC, a lot of bonus damage didn’t multiply, but one attack at top BAB vs 4 at declining BAB seems a reasonable tradeoff.
“There’s a Feat for that” offsets “There’s a Spell for that”, at least to some extent.
Our rogue has a once a day knock on his lock picking tools. He rarely uses it because he hoards it in case he can't get through a door so often it ends up not being used.
That’s how I see any Wizard with Knock memorized played. He only gets to do this once, so he’s not likely to waste it.
And if this happens a lot I lay the blame at the DMs feet for not planning better encounters that allow all the PCs a chance to participate. As a DM you know what your players can do you have far more knowledge when it comes to preparing the bad guys and the encounter. If your wizard pulls those kind of spells hold back some of your NPCs to attack after the wizard has blown these spells this allows you to have throw a huge amount of bad guys at the players for a very climatic battle and do so without just outright killing them.
Agreed. As an example, if the Wizard focuses on 1 target Save or Suck spells, groups of enemies level the playing field. The Wizard does not always know what is coming up next.
When I play part of the fun is getting to the battle and if we all get to have fun doing that then often it does not matter who takes out the big bad guy it only becomes an issue if it is the same player again and again. We are supposed to be a team and at my table there is always a lot of high fives when the bad guys go down we don't much care how it goes down as long as he goes down.
I find “who took him down” often an interesting question. Well, the Fighter struck the final blow, but the Rogue’s sneak attacks eroded his hp, and the Wizard’s spells weakened the Big Bad, while the Cleric’s healing spells kept the fighter from falling before that blow was struck. So who took him down?
I agree that a DM should not be looking for ways to negate abilities all the time. But there is nothing wrong with taking players out of their comfort zones either now and again.
Variety keeps it interesting and lets each character shine. Sometimes, the Rogue can’t Sneak Attack or the Warrior can’t hit. Other times, spells are less useful or completely nerfed. Try slapping a Silence on the area just before combat is engaged and watching that Wizard frantically search for a spell without a verbal component (or have him grappled by a snake, etc.).
So your party carries around crowbars mine rarely do but then my DMs enforce weight limits.
There’s generally a high STR warrior in the party who can double as a pack mule. Mine carries a crowbar (I even put the improve weapon stats on his sheet, as I considered using it if he needed a blunt weapon, especially at L1). But you do leave a nice trail of broken locks, where the Rogue can even re-lock that special door (let’s see Knock do that!).
So freaking what big deal
in a duel which is a planned fight a wizard mainly won against a higher level fighter. How does this prove anything other than wizards are better in duels.
Wizards (clerics, druids, etc.) can customize for specific known challenges. That’s what it proves. Do they always know everything that is coming up next? Let’s see an example from, say, a L10 Wizard with lots of spell access.
Same goes with the special ops dungeon dwellers who know exactly what a rope trick is and have all the proper counters for it. Yup, it works in THIS dungeon. But is every dungeon the same? Every single adventure will have NPC's with detailed SOP's to counter a rope trick? It's not believable.
Every military team has SOP for dealing with a sniper, don’t they? If Rope Trick use is so common as to be nearly universal, I suggest a lot of groups would have procedures for dealing with it.
Others won’t. But if the heroes don’t have the time to spend one full day on every encounter, that also eliminates this as a viable strategy. So what do the PC’s do after winning Encounter #1, but knowing two of the opposition fled the scene?
Let’s go Rope Trick. OK, the remaining denizens have a full day to bolster their defences, so the next encounter may be more challenging than it otherwise would have been. The Shaman leader can change all his spells around too.
If I’m designing an adventure where I expect the PC’s will have only one encounter in a day (perhaps an ancient tomb – nothing will happen until they enter), then those encounters will be powerful enough to be challenging assuming a party that can and will use every resource available against it.
((Also, while it does say it's hazardous to have an extradimensional space within another one, it never exactly tells you what that means. It's going to explode? It's going to give me cancer? What?))
Let’s ignore or brush off all restrictions on spells and then complain that spells are too powerful. That said, I prefer Pathfinder’s approach that other ED spaces simply stop working (ie while in a Rope Trick, your Haversack and Bag of Holding spaces cannot be accessed; toss a Bag of Holding in a Haversack and you have to take it back out to access the items inside).
Same goes with the pacing arguments. It makes too many assumptions about the campaign. "You won't have time to craft because things are happening." Well, that depends. I mean, I ran the Savage Tide Adventure Path from Paizo a few years ago. In one adventure, you spend over six months on ship. In another, you will spend at least three months getting to the adventure location. Tons and tons of free time. Our current Dark Sun campaign is about 9th level right now and we've been on the go for over two years in game time. So, no, high speed pacing is too campaign specific.
I see crafting the other way, in that a GM who plans a frenetic pace should tell the player his crafting feats will likely be frustrated and maybe he should consider something else. Their wealth caps their ability to benefit from Crafting anyway. There’s also XP loss in 3.5, but again I prefer Pathfinder’s approach (which also allows for some use of crafting on the road).
As far as pacing goes, the reining in effect comes from not allowing the PCs' actions to go without a meaningful response. Pop in and hit a couple rooms and turtle up? They've stirred a hornet's nest and the hornets might be savvy enough to find the PCs directly. And whether they do or don't, the situation won't be the same when the PCs stick their necks out again.
Exactly. If the PC’s suffer a “hit and run” attack, would they just go about their usual business waiting for the next one? Why would the goblin tribe just proceed as if nothing has happened?
I disagree. Every single one of the examples I listed are primarily about reining in imbalances. Why do we have high paced campaigns? To stop the 5 minute adventuring day. Otherwise, it wouldn't matter. If 15 MAD didn't exist as a tactic, then whether the party goes fast or slow would be entirely up the party and the game would not break either way.
All you have to do is structure your adventures with a single encounter day in mind. I did that commonly back in the day for wilderness travel – you’re not going to have a series of small encounters a la dungeon exploration, so either the travel fades into the backdrop, or you have a big encounter that is challenging enough to be a danger all by itself, rather than just consuming a bit of your resources.
On this, note that if you've got three wizards then they can open the locked door (Knock), dispel the ward (Dispel Magic) and lift the portcullis (Strength). Three rogues/thieves can open the locked door and perhaps lift the portcullis if one of them is strong (though the 18/50 of Strength is beyond them). They cannot deal with the ward. Three Fighters should have no problem with the portcullis, cannot deal with the ward, and before and before 3e would have had no way to open the locked door (with their number of skill points and class skills 3e improves their chances infinitely, as any increase from 0% represents an infinite increase). One of those groups is more versatile than the others, and hardly suffers for it.
It’s pretty easy to structure a situation where three wizards have a big advantage, especially if they happen to have just the right spells memorized today. Let’s have an encounter past the locked door, ward and portcullis (which were set up last night, after they took out the sentries then retreated to rest). Past the portcullis, a group of Goblins moves up, while a second group emerges from behind. They all have crossbows. One fires his crossbow, and suddenly the wizards can hear nothing, as the bolt (now jammed in the wood portcullis frame) had a Silence spell cast on it.
Now, of course, THESE wizards will also just happen to have a whole pile of spells with non-verbal components/Silent Spell on them, because they are the Wizards Prepared for Any Challenge, but I doubt that will be the case with a typical group of, say, 3 PC L7 wizards.
So, to return to the initial question, my simple answer is "DM's that refuse to customize their adventures to take the strengths and weaknesses of the party into account."