Wizards still cast Enchantment, Illusions, Necromancy

Rechan said:
Though really what I'd love is like *snip* to say, bottle troll's blood from a slain troll, and then for a short period of time, absorb the regenerative power. And other such tricks. (I can't think of a good way to balance that, since CRs and monster abilities are not created equal when in the hands of PCs.)
Probably a more balanced way to approach this is similar to your approach to polymorph. Have a set list of abilities that the transmuter could create from slain foes. Then have a list of monster or allow DM judgement, to determine which creatures could grant those abilities.

For instance, if you want regeneration, then it would be an ability of lvl X and could be created by killing creatures X,Y, or Z, that all have regeneration. It could be the same way iwth other powers. Based on abilities (or themes) that those creatures fit into, they grant abilities that are specific and tied to your character class that are "Unlockable" by aquiring the right components.

The downside of such a class is it would require specific creatures in the campaign to keep the class at full power. The lists of what creatures could grant what ability would need to remain broad to keep such a class viable.
 

log in or register to remove this ad

Silverblade The Ench said:
Grr, rangers are not and never should be "masters of archery"...GAH!! Sorry, rangers are "masters of the wild/hunting/tracking/survival and non-magical combat in the wild".

The "two weapon" silliness of AD&D PO'd me off enormously. 3.5 fixed things, though why a woodsman would actually have speical stuff with dual wielding is ludicrous. They should be very good with hunting weapons, you don't hunt deer etc with two scimitars! :p
True, although the fact that shields and greatswords are unwieldy in undergrowth makes twf and archery good choices for forest based combat, the fact that they didn't have a spear based combat style or other woodlands appropriate combat styles was very silly.
Silverblade The Ench said:
Fighters train all the time to be masters of combat, nothing else. They, and only they, are the masters of weaponry, though other folk can of course, be very good, but not as good, note the only class to get weapon specialization!
A large part of the design concept of 4e is that all classes should be able to contribute to combat in different ways, making Fighters the best at "fighting" in general would kind of go against this.
Silverblade The Ench said:
I really hope 4th ed can fix that, and make rangers actual RANGERS and not some weird thing which they have been until 3.5 and even then to an extent. Perosnally I'd suggest giving rangers instead of two wepaon fighting and species benefits, an increasing benefit while fighting in their "chosen environment", like +2 all hit/damage/skill checks in "temperate Forest" or the like :)
This again goes against the design concept of 4e, since having a major combat ability that only comes up in certain areas overly restricts the DM's choices of plot so that he makes sure everyone has a fair go. A better idea would perhaps be to give the ranger abilities based on moving through and using terrain obstacles to his benefit, as this is something an outdoorsy guy would be good at, while still being helpful in multiple different situations.

Silverblade The Ench said:
Anyway, back to the wizards! ;)
I think this is a load of hooey on the part of the designers (though we sitll don't know eveyrthing and thus I maybe wrong)

-As folk note, many people won't use/allow psionics. It's simply ridiculous to force folk to use psionics or wait months or years for books with "enchanters" etc.

-Classic fantasy/mythological wizards used charms etc. To remove that is actually MORE foolish thna removing fireballs, which are usually NOT parts of mythological wizard's arsenal! ;)

The answer is quite easy, really, paragon/epic paths for specialization in certain areas, thus your classic "necromancer", "enchanter" etc.

We don't know the 4th ed mehcanics yet, but surely the designers can work it so that wizards can play as more than simple damned blasters! I love playing wizards as blaster's last, "thinkers, talkers and McGuyvers 1st!"

FOlk say wizards are too powerful, they cna do everything...well, duh, wizards are smart, of ocurse they iwll thus come up with ways to deal with problems ;) On a more seriosu note, the thing is, wizards have limited uses of these abilities in 1st to 3.5 ed, or did folk not notice that eensy wensy wee problem? ;)
Physicists are smart, therefore they can come up with ways to deal with problems, therefore obviously Steven Hawking is the most powerful adventurer ever.

Seriously, saying "wizards are cool and smart" or "it's magic" isn't a reason to make them overpowered, and no, high level Spellcasters did not have have appreciable limits on their spell power, certainly not compared to everything else in the game.
Silverblade The Ench said:
Also I think too many DMs and the rules were a tad easy on wizards. "Knock" should never have been allowed to open any lock, I won't allow it in my games. Easy locks, npb, but well made locks, nah, give it a Open Lock with +1 per caster level +Int modifier, and problem solved.
Umn, so why do you have a problem with the designers doing similar things so that you don't have to?
Silverblade The Ench said:
FLy over that booby trapped hall? Fine, did you Spot the trip wire further up the hall? Ah well...too bad... :D
etc
Nobodies saying this kind of thing isn't possible, but this is what's called "working around/against the system", It's a problem you've fixed in your games, doesn't mean as designers they shouldn't fix the problem with the rules in the first place, set it up so I don't have to punish the spellcaster for using his magic in imaginative ways.
Silverblade The Ench said:
The REAL problem has been that fighters in particular, but also barbarians, paladins and rangers to increasingly lesser degrees, were stuck in a "cave man" routines, where their ability to do "useful" things was limited by game mechanics. I always let 'em roleplay, based on their characterization notes, before 3rd ed, 3rd ed, while it's superb, put a logical crimp in that: Joe the great RPer, with 2 skill point per levle fighte,r si gonna suck at negotiations....

THAT's what caused problems and resentments: some folk looked at wizards as "do anything" where in fact, it was their characters who'd been gimped by the rules.
4th ed, if it follows SWSE type rules for skills, will let everyone be useful at skills. So, Joe the fighter if he wants can Climba nd Disarm Traps. THat's cool, but it also means no more need ot be envious of wizards.
Absolutely, but remember, Rogues often also felt overshadowed by wizards at high levels (although not as much as fighters), implying this won't solve everything, the power difference was between spellcasters and non-spellcasters, not merely between Fighter-types with no skills and Wizards.
Silverblade The Ench said:
That's not to say that there may not be some problems with wizards needing redress...I'm sure there's plenty of ways munchkins use the rules to over power things, sigh.

The mechanics of 4th ed sound good, the "feel" of it, meh, feels off from what has been said.
I know the designers want to freshen it up, improve things, but for every two goods thing I hear, I hear one that's bad.
I agree with the idea that having the only controller in the PHB be mostly a "blaster" as opposed to based more off actual Crowd Control or Terrain control (or having a blaster and an atuall "controller") was a poor choice, and I'm fairly disappointed by it, although I care far less about the names of things and what class would do what than a lot of people I've heard from.
 

Traycor said:
Probably a more balanced way to approach this is similar to your approach to polymorph. Have a set list of abilities that the transmuter could create from slain foes. Then have a list of monster or allow DM judgement, to determine which creatures could grant those abilities.

For instance, if you want regeneration, then it would be an ability of lvl X and could be created by killing creatures X,Y, or Z, that all have regeneration. It could be the same way iwth other powers. Based on abilities (or themes) that those creatures fit into, they grant abilities that are specific and tied to your character class that are "Unlockable" by aquiring the right components.

The downside of such a class is it would require specific creatures in the campaign to keep the class at full power. The lists of what creatures could grant what ability would need to remain broad to keep such a class viable.
Technically, one could just have a spell or power that can allow you to choose one level-based supernatural ability (At level X, you can use Regeneration, Gaze Attack Y, or Other Thing I can't Think Of Just Yet). So it's weaker than Polymorph because you don't get all the stats, just one sundry ability.

The material component could be "Part of this creature", or it could be just fluff text like a Power Component that's there if the DM wants it, or the Transmuter just does the research, makes experiments, etc.

Another way to handle Polymorph is that, instead of assuming the form of something that pre-exists, Wizards may create their own form. Maybe offer a bare bones statblock (like a 3e Astral Construct), with a list of variable powers and stat inflations. The Wizard then fine-tunes the stats so that Wizard A's "War Form" might have a high dex, four tentacle attacks, tremoresense and a climb speed, while Wizard B might have wings, a high con, and the ability to snatch and throw enemies.

Anyways, that's off-topic. :)
 
Last edited:

Mourn said:
Some of those people will hold that opinion until D&D returns to the design philosophy of "Wizard uber alles!"

This really doesn't help. Just because some of us don't want to be playing WoW on tabletop doesn't mean we're expecting a character better than everyone else's.

Banshee
 

I'm not sure I see reason for the "generalist" people to be complaining.

Apparently the basic, iconic spells from various schools are still in the game, so your wizard can still cast Invisibility and Charm Person and so on. If a "smattering" of classic enchantments, illusions, necromancy spells, and so on isn't enough, then you're not really talking about playing a "generalist." You're talking about either playing a non-evocation specialist (which we already know will be available through splatbooks and such), or basically abusing the way 3e wizards worked (through wands, scrolls, and daily spell selection) to do "specialize in everything," which you really can't argue ISN'T overpowered.

People who want to play a dedicated necromancer or illusionist or whatever: they're coming, probably better than their 3.5 equivalents, just not in the PHB. Hell, there are only EIGHT classes in the PHB. Try telling the monk or druid or bard fans how unfair it is that your spell selection will be slightly limited in mid-2008, until the arcane splatbook comes out later THAT YEAR, and see how much sympathy you get. ;-)
 

Although I'm a big fan of the wizard class, I think it would be better if the generalist was less omni-competent. As things stand, there's almost no difference between a generalist wizard who happens to have selected a particular set of abilities that make them better at illusions and an illusionist, except that they haven't given up the ability to cast from two schools the way the specialist has.

What I'd like harks back to 1st edition AD&D, where the magic-user and illusionist were seperate classes with seperate spell lists. Ever since then, specialist wizards have been a disappointment to me since they really haven't been any better at their specialty than a normal wizard. I'd like a situation where the wizard can cast Minor Image or Invisibility, but the specialist Illusionist can cast Major Image and Improved Invisibility. The same would apply for other schools, the wizard would have access to some of the abilities but would lack access to the best spells. This though does mean that the wizard would lack the highest level spells in all areas, so they need to pick a few areas where wizards are good, but I think it's an acceptable way to make the specialist classes actually better at their specialty than a wizard.
 

Banshee16 said:
This really doesn't help. Just because some of us don't want to be playing WoW on tabletop doesn't mean we're expecting a character better than everyone else's.

Banshee
What possibilites do exist at all to avoid this?

1) Spellcasting is seriously weakened. No more fly, teleport, cone of colds, gates or knock or polymorph spells (or the new variants seriously weakened. Knock might give a small bonus to Open Lock, Polymorph can only be done.

2) Spellcasting is delayed. At high levels, everyone has to become a spellcaster, at least if you want to continue advancing at all.

In some ways, D&D seems to go the 2nd route. The more powerful spells are moved to higher levels, or are at least distributed to different spellcasters so that a single spellcaster can't dominate because he has all the possible tricks available.
At the same time, non-spellcasters get power that will become more "flashy" with higher levels. At some point, even the barrier between "realistic" powers and magic might get breached.
The 2nd route seems to a bit lessened though, since even a high level fighter (barring multiclassing/class training feats) won't be running around casting fireball or fly, so even if it's "over-the-top", it's not like real magic.

It is noteable, I guess, that the power sources are not call martial & magic, but martial, divine and arcane. While arcane and divine implies magic, this doesn't rule out "martial magic" at higher levels.
 

Banshee16 said:
This really doesn't help. Just because some of us don't want to be playing WoW on tabletop doesn't mean we're expecting a character better than everyone else's.

Banshee
Right, but reread the first post -- this is a bit hyperbolic. So was the thing you're responding to, in fairness! :)

So, restate, this threads OP was that wizards still get Neat Tricks, right?
 

Banshee16 said:
This really doesn't help. Just because some of us don't want to be playing WoW on tabletop doesn't mean we're expecting a character better than everyone else's.

Banshee

Well, it sounds like you're getting what you want then. A character who isn't just a blaster but whose abilities are being reasonably limited.
 


Remove ads

Top