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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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<blockquote data-quote="Elf Witch" data-source="post: 6073604" data-attributes="member: 9037"><p>That would be one fix and would not handicap the mage as badly as the other fix. Though it is I something I would never consider using because IMO you are basically tying the wizard's hands to make them weaker so that non magical characters get to shine. I think one of the biggest mistakes is to nerf a class so badly to make another class look better. How about improving the other classes. </p><p></p><p>There are several solutions that I would prefer to see, one limit how many spells a wizard can cast in a day without eight hours rest. Another big issue is how easy and cheaply it is to get items that give the wizards more spells rein that in and you bring the wizard back down in power. Make it harder for a wizard to retain a spell if they are hit in combat while casting. One of the things I have been toying with is the idea that if a wizard takes damage they roll to see if they can retain the spell but they can't cast it until next round making concentration a full round action the same with combat casting. </p><p></p><p>Now there are certain spells that I would not mind seeing a wizard have hard time getting back make them take longer than 24 hours. Say you can only teleport twice a week or other day. </p><p></p><p>One reason for really disliking the whole has to go back to a certain place what about games where there are no permanent places for the wizard to go back too? I played in a game where we were on the road for almost the entire game because our homeland had been destroyed and we were refugees trying to survive in a world gone to hell. There was no stopping to scribe scrolls, make magic items, or even alchemy items. In a campaign like that a wizard unlike a sorcerer is totally screwed over after they have used up their spells and even if they get certain one target spells they are no use to the party who may need them to be able to have area spells. </p><p></p><p>I can see house rules for this if you run a campaign allowing the wizard a very good chance of going home often enough. I would never play a wizard in a game like this and I think it would become a very unpopular class to play.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6073604, member: 9037"] That would be one fix and would not handicap the mage as badly as the other fix. Though it is I something I would never consider using because IMO you are basically tying the wizard's hands to make them weaker so that non magical characters get to shine. I think one of the biggest mistakes is to nerf a class so badly to make another class look better. How about improving the other classes. There are several solutions that I would prefer to see, one limit how many spells a wizard can cast in a day without eight hours rest. Another big issue is how easy and cheaply it is to get items that give the wizards more spells rein that in and you bring the wizard back down in power. Make it harder for a wizard to retain a spell if they are hit in combat while casting. One of the things I have been toying with is the idea that if a wizard takes damage they roll to see if they can retain the spell but they can't cast it until next round making concentration a full round action the same with combat casting. Now there are certain spells that I would not mind seeing a wizard have hard time getting back make them take longer than 24 hours. Say you can only teleport twice a week or other day. One reason for really disliking the whole has to go back to a certain place what about games where there are no permanent places for the wizard to go back too? I played in a game where we were on the road for almost the entire game because our homeland had been destroyed and we were refugees trying to survive in a world gone to hell. There was no stopping to scribe scrolls, make magic items, or even alchemy items. In a campaign like that a wizard unlike a sorcerer is totally screwed over after they have used up their spells and even if they get certain one target spells they are no use to the party who may need them to be able to have area spells. I can see house rules for this if you run a campaign allowing the wizard a very good chance of going home often enough. I would never play a wizard in a game like this and I think it would become a very unpopular class to play. [/QUOTE]
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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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