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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: 6074202" data-attributes="member: 9037"><p>I can't ait until EnWorld switches to its new server. I have been timing out all day long. </p><p></p><p>I did not multi quote because I lost that post twice so I am just going to skip that and keep my finger crossed this go through.</p><p></p><p>I am going to disagree with the entire ides that having access to a big variety of spells is the issue. If you only get two spells every level then any others come from other sources like scrolls then that takes time, gold and a spellcraft check to add them to your spellbook. And I have played enough wizards to know that even with a maxed out spellcraft you can fail the roll and can't add that spell until you level and put another rank on spellcraft. Plus you need to keep track on if you have the room in your spellbook. </p><p></p><p>It is easier to limit how many spells a day a wizard can cast it dose not matter if you know 100 spells if you can only cast say six. The argument that there is a spell for everything is just plain nonsense in my book of course there is a magical fix for most things the reason they are in the game is to help parties that are lacking that skill. Take knock the spell that is usually used as an example. I in 30 years of playing have never once ever seen this spell abused in a way to stomp all over the rogue. The only time I have seen it used by mages is when the party does not have a rogue to open locks. A wizard who memorizes this spell gives up other better useful spells so why bother when you have a rogue who can pick locks all day long until the cow comes home. </p><p></p><p>I have heard the argument why would a wizard not get a wand of knock because it is so much better than a rogue ability. If the game was real life and death then that would be true but we are playing a game and as much as I like a lot of realism in the game there are times to have self imposed limits. So a player taking knock and just stepping all over the rogue is being a dick. And the DM is letting him by not saying no and talking to him out of game. </p><p></p><p>But having a spell like knock allows DMs to have locked doors when there is not a rogue in the party. </p><p></p><p>Then there is the argument that fighters just point pointy things at people and mages move mountains. Boo Hoo sorry but magic is supposed to be special and powerful and moving mountains seems rather epic level and epic level fighters can mow down most armies. If players want to move mountains then don't play a fighter. A fighter's job is to protect the squishy team members and go toe to toe with big bad ugly things. If you think fighters are unfun to play then make them fun give them more things to do but stop blaming the wizards and magic on that. </p><p></p><p>The druid argument about the bear and swimming for a prolonged time underwater makes me go huh. I don't care if the druid can talk to the bear it has the intelligence of what 2. It can not grasp complicated explanations like I will make you able to breath underwater bears don't understand that. Instinct guides them and getting them do something they would not normally do is very difficult. Now as a DM I would rule you can't take your bear, wolf , riding dog underwater unless you have spent timing training them to do it. </p><p></p><p>They trained dogs to swim underwater in scuba gear but it was a step by step process first they had to teach the dog to wear the gear, then to swim with it on and finally it took a while to get the dog underwater they literally had to force it under and where it panicked even though it could breath and headed back to the surface. It took months of training for the dog to swim underneath the water happily. </p><p></p><p>I don't know where the idea came in that your ability has to always be allowed in the game for every session. It would be simpler to let the bear go and call a water companion. It is not like druid's take penalties for doing this. </p><p></p><p>It makes sense to me that certain companions would not be allowed in cities at least without precautions because people would be afraid of them also whose to say that all animal companions would want to be in certain environments. As for the companion not attacking fellow party members I put that down to the druids control over it and the fact that the druid would not keep a companion around that got stressed around people. And when I DM I take certain things into consideration like horses have to be handled not to panic around predators like wolves and mountain cats. And it takes a lot for the druid to keep control of the animal around its natural prey. If a druid has a cat companion then a mage with a mouse or rat familiar has to be very careful and on their toes around it. </p><p></p><p>I absolutely disagree that are not times that you can't take abilities away from the players. There is nothing wrong with having anti magic zones, wild magic zones. zones where healing does not work , Eberron has an entire area that healing does not work in and spells act wonky. There should be things rogues can' sneak attack and times wizards need to figure out what do with a familiar. </p><p></p><p>This is not bad DMing at all. Some of the best times of play for me was when we were in situations where some or a lot of our abilities had been nerfed or taken away and we had to be creative and work together to make it through. In one game the druid had a snow leopard we knew we were going to have difficulty getting it in past the city guard so the wizard cast shrink to make it smaller so it looked more like a large house cat. Another time invisibility was cast on it.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6074202, member: 9037"] I can't ait until EnWorld switches to its new server. I have been timing out all day long. I did not multi quote because I lost that post twice so I am just going to skip that and keep my finger crossed this go through. I am going to disagree with the entire ides that having access to a big variety of spells is the issue. If you only get two spells every level then any others come from other sources like scrolls then that takes time, gold and a spellcraft check to add them to your spellbook. And I have played enough wizards to know that even with a maxed out spellcraft you can fail the roll and can't add that spell until you level and put another rank on spellcraft. Plus you need to keep track on if you have the room in your spellbook. It is easier to limit how many spells a day a wizard can cast it dose not matter if you know 100 spells if you can only cast say six. The argument that there is a spell for everything is just plain nonsense in my book of course there is a magical fix for most things the reason they are in the game is to help parties that are lacking that skill. Take knock the spell that is usually used as an example. I in 30 years of playing have never once ever seen this spell abused in a way to stomp all over the rogue. The only time I have seen it used by mages is when the party does not have a rogue to open locks. A wizard who memorizes this spell gives up other better useful spells so why bother when you have a rogue who can pick locks all day long until the cow comes home. I have heard the argument why would a wizard not get a wand of knock because it is so much better than a rogue ability. If the game was real life and death then that would be true but we are playing a game and as much as I like a lot of realism in the game there are times to have self imposed limits. So a player taking knock and just stepping all over the rogue is being a dick. And the DM is letting him by not saying no and talking to him out of game. But having a spell like knock allows DMs to have locked doors when there is not a rogue in the party. Then there is the argument that fighters just point pointy things at people and mages move mountains. Boo Hoo sorry but magic is supposed to be special and powerful and moving mountains seems rather epic level and epic level fighters can mow down most armies. If players want to move mountains then don't play a fighter. A fighter's job is to protect the squishy team members and go toe to toe with big bad ugly things. If you think fighters are unfun to play then make them fun give them more things to do but stop blaming the wizards and magic on that. The druid argument about the bear and swimming for a prolonged time underwater makes me go huh. I don't care if the druid can talk to the bear it has the intelligence of what 2. It can not grasp complicated explanations like I will make you able to breath underwater bears don't understand that. Instinct guides them and getting them do something they would not normally do is very difficult. Now as a DM I would rule you can't take your bear, wolf , riding dog underwater unless you have spent timing training them to do it. They trained dogs to swim underwater in scuba gear but it was a step by step process first they had to teach the dog to wear the gear, then to swim with it on and finally it took a while to get the dog underwater they literally had to force it under and where it panicked even though it could breath and headed back to the surface. It took months of training for the dog to swim underneath the water happily. I don't know where the idea came in that your ability has to always be allowed in the game for every session. It would be simpler to let the bear go and call a water companion. It is not like druid's take penalties for doing this. It makes sense to me that certain companions would not be allowed in cities at least without precautions because people would be afraid of them also whose to say that all animal companions would want to be in certain environments. As for the companion not attacking fellow party members I put that down to the druids control over it and the fact that the druid would not keep a companion around that got stressed around people. And when I DM I take certain things into consideration like horses have to be handled not to panic around predators like wolves and mountain cats. And it takes a lot for the druid to keep control of the animal around its natural prey. If a druid has a cat companion then a mage with a mouse or rat familiar has to be very careful and on their toes around it. I absolutely disagree that are not times that you can't take abilities away from the players. There is nothing wrong with having anti magic zones, wild magic zones. zones where healing does not work , Eberron has an entire area that healing does not work in and spells act wonky. There should be things rogues can' sneak attack and times wizards need to figure out what do with a familiar. This is not bad DMing at all. Some of the best times of play for me was when we were in situations where some or a lot of our abilities had been nerfed or taken away and we had to be creative and work together to make it through. In one game the druid had a snow leopard we knew we were going to have difficulty getting it in past the city guard so the wizard cast shrink to make it smaller so it looked more like a large house cat. Another time invisibility was cast on it. [/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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