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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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<blockquote data-quote="Neonchameleon" data-source="post: 6073413" data-attributes="member: 87792"><p>1: Reinstitute the Soft-Cap levels as in AD&D; in AD&D the game changed at level 10 or so and the fighter was given an entire army <em>as a class feature</em>. You weren't playing the same game at all at that point - instead of adventurers you were playing politics. (E6 works even better here as the wizard's been buffed).</p><p></p><p>2: Return to old treasure distribution - scrolls and wands are rare and hard to make, magic swords plentiful.</p><p></p><p>3: Return to old resting rules or possibly put a variant of them in. The dungeon is <em>far</em> too dangerous to rest in (a wandering monster roll every 10 minutes for an 8 hour rest?), and the wilderness is much more dangerous than the dungeon. Which means the correct place to rest is only at a base camp. Your spells therefore don't last an adventuring day, they last an <em>adventure</em>. (I'd hard code this that a wizard needs to spend a day in a fully stocked lab or library, a cleric needs to spend a whole day in a temple, and a druid in a grove - does the same job as the wandering monster table).</p><p></p><p>4: Restrict spells known. The wizard does not automatically know two spells per level of the player's choice, and the cleric and druid do not get all magic from all sources. Once more returning things to the way they were done before 3.X.</p><p></p><p>5: Bring back the drawbacks. Polymorph has a system shock check to avoid death. Fly ends abruptly. Teleport can get you killed. The powerful spells had drawbacks because they were big guns you only use with your back to the wall.</p><p></p><p>6: Make the best way to take the bad guys out to be to go through their hit points - not to nerf them inito insensibility then have the fighter take out the effective punchbag. The way it was - my suggestion is that everyone gets a bonus to all three saves equal to their hit dice (making affecting a high level target almost impossible - again a reversion).</p><p></p><p>Do all this and wizards, clerics and druids will <em>still</em> be among the most powerful characters in the game.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6073413, member: 87792"] 1: Reinstitute the Soft-Cap levels as in AD&D; in AD&D the game changed at level 10 or so and the fighter was given an entire army [I]as a class feature[/I]. You weren't playing the same game at all at that point - instead of adventurers you were playing politics. (E6 works even better here as the wizard's been buffed). 2: Return to old treasure distribution - scrolls and wands are rare and hard to make, magic swords plentiful. 3: Return to old resting rules or possibly put a variant of them in. The dungeon is [I]far[/I] too dangerous to rest in (a wandering monster roll every 10 minutes for an 8 hour rest?), and the wilderness is much more dangerous than the dungeon. Which means the correct place to rest is only at a base camp. Your spells therefore don't last an adventuring day, they last an [I]adventure[/I]. (I'd hard code this that a wizard needs to spend a day in a fully stocked lab or library, a cleric needs to spend a whole day in a temple, and a druid in a grove - does the same job as the wandering monster table). 4: Restrict spells known. The wizard does not automatically know two spells per level of the player's choice, and the cleric and druid do not get all magic from all sources. Once more returning things to the way they were done before 3.X. 5: Bring back the drawbacks. Polymorph has a system shock check to avoid death. Fly ends abruptly. Teleport can get you killed. The powerful spells had drawbacks because they were big guns you only use with your back to the wall. 6: Make the best way to take the bad guys out to be to go through their hit points - not to nerf them inito insensibility then have the fighter take out the effective punchbag. The way it was - my suggestion is that everyone gets a bonus to all three saves equal to their hit dice (making affecting a high level target almost impossible - again a reversion). Do all this and wizards, clerics and druids will [I]still[/I] be among the most powerful characters in the game. [/QUOTE]
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Community
General Tabletop Discussion
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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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