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Wizards - Too Powerful?
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<blockquote data-quote="Saeviomagy" data-source="post: 2347946" data-attributes="member: 5890"><p>For some spells this works just fine - but there are a lot of cost-free spells which have a lot of power behind them.</p><p></p><p>Any wizard worth his salt gets a boccob's blessed book. And having a large reportoire is NOT generally the problem - the problem is that there are a small selection of spells which are far, far too good.</p><p></p><p>Namely the 'save or be incapacitated' set.</p><p></p><p>Also I have a problem with the sheer quantity of spells which 'break the rules' so to speak. The fact that they break the rules tends to mean that they don't mesh well with the party, and make the spellcaster steal the spotlight when they're used.</p><p></p><p>For instance - silence. It's an absolute "X does not make noise". If, instead, it were "+20 to listen DC's for actions within the area", it would have the same overall effect, but would synergise very well with the skills other party members may have. No longer would a cleric with a silence spell be the epitome of quiet - instead he would merely have a reasonable chance to succeed against a not-particularly perceptive monster, while the rogue is almost undetectable.</p><p></p><p>Or knock. Currently it cracks any lock. If, instead, it allowed a target a single chance to make an open locks roll with a significant bonus (say +20, that means that it'll hit DC 30 locks on a take 10 with no dex bonus), then it would not make the wizard the automatic lock-opener. Instead a concerted effort made would allow the wizard and the rogue to open the most difficult lock.</p><p></p><p>etc etc.</p><p></p><p>In short - we need more spells that are complimentary, rather than replacements for mundane abilities.</p><p></p><p>I find that by far the best effects from a wizard in the average party can be gained when his spells are used to increase the abilities of other party members.</p><p></p><p>Finally - fighters have no problem in combat unless you start talking about save-or-incapacitation spells. Even then, there's a great deal of countermeasures (most of which should be supplied by the party spellcasters). The thing about a fighter is that once you have built him, he's set in stone and unfixable. The choices that a player makes in his feats can make or break a fighter. Since the average player seems unwilling or unable to consider options with any foresight, it's very often that a fighter will be overshadowed by the rest of the party. The fact that a mildly powergamed fighter can deal out 100+damage per round, every round at level 10 would seem to suggest that he's not really got a lot to worry about from the team wizard on that front.</p><p></p><p>Where the fighter falls down is that he has NOTHING ELSE. I think that too many rewrites of the fighter concentrate on combat effectiveness, and few of them consider the possibilities of increase the non-combat options of the class. Upping skill points to 4/level and broadening the class skills would go a long way to makeing the fighter a fun team member.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 2347946, member: 5890"] For some spells this works just fine - but there are a lot of cost-free spells which have a lot of power behind them. Any wizard worth his salt gets a boccob's blessed book. And having a large reportoire is NOT generally the problem - the problem is that there are a small selection of spells which are far, far too good. Namely the 'save or be incapacitated' set. Also I have a problem with the sheer quantity of spells which 'break the rules' so to speak. The fact that they break the rules tends to mean that they don't mesh well with the party, and make the spellcaster steal the spotlight when they're used. For instance - silence. It's an absolute "X does not make noise". If, instead, it were "+20 to listen DC's for actions within the area", it would have the same overall effect, but would synergise very well with the skills other party members may have. No longer would a cleric with a silence spell be the epitome of quiet - instead he would merely have a reasonable chance to succeed against a not-particularly perceptive monster, while the rogue is almost undetectable. Or knock. Currently it cracks any lock. If, instead, it allowed a target a single chance to make an open locks roll with a significant bonus (say +20, that means that it'll hit DC 30 locks on a take 10 with no dex bonus), then it would not make the wizard the automatic lock-opener. Instead a concerted effort made would allow the wizard and the rogue to open the most difficult lock. etc etc. In short - we need more spells that are complimentary, rather than replacements for mundane abilities. I find that by far the best effects from a wizard in the average party can be gained when his spells are used to increase the abilities of other party members. Finally - fighters have no problem in combat unless you start talking about save-or-incapacitation spells. Even then, there's a great deal of countermeasures (most of which should be supplied by the party spellcasters). The thing about a fighter is that once you have built him, he's set in stone and unfixable. The choices that a player makes in his feats can make or break a fighter. Since the average player seems unwilling or unable to consider options with any foresight, it's very often that a fighter will be overshadowed by the rest of the party. The fact that a mildly powergamed fighter can deal out 100+damage per round, every round at level 10 would seem to suggest that he's not really got a lot to worry about from the team wizard on that front. Where the fighter falls down is that he has NOTHING ELSE. I think that too many rewrites of the fighter concentrate on combat effectiveness, and few of them consider the possibilities of increase the non-combat options of the class. Upping skill points to 4/level and broadening the class skills would go a long way to makeing the fighter a fun team member. [/QUOTE]
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