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How would YOU nerf the wizard? +
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<blockquote data-quote="Remathilis" data-source="post: 9333873" data-attributes="member: 7635"><p>There are three facets of wizard design I would like to see addressed:</p><p>1. Effectiveness. If magic is supposed to be the sole role of a class, then that class should be able to rely on it. As a general rule, I don't like "wild magic" systems where magic has as much an equal chance to TPK the party as it does solving the problem at hand. I tend to find systems where magic is dangerous, uncontrollable or has a high chance of failure to be unfun to play a dedicated caster in. This is not to say magic should be perfect or never fail (see next), just that you ACT of casting a spell should not be a trial in itself. </p><p></p><p>2. Zero to demigod. The old design of magic is that you start out barely able to carry your spellbook without dying and you end up a high omnipresent being that the rest of the party has to kowtow to. That is bad design. You should start out inexperienced but competent and end powerful but not overbearing. The rise should be shallower. The floor raised but the ceiling lowered. So I'm equally opposed to glass cannon design (d4 hp) as I am to adding more power to the kit. </p><p></p><p></p><p>3. The Fantasy. A wizard should feel magical. They should use magic to do things others can't, but also should use magic mundanely. I don't like systems that limit the magic of a wizard to a handful of users per day/week. That includes removing cantrips or rituals, greatly reducing spells per day, and making resource recovery difficult. I want to play a wizard, not a dart expert who occasionally uses a spell.</p><p></p><p>All of these should lead to the final aspect: simplicity and fun. Playing a wizard is hard enough, I don't want to add more complications to that. </p><p></p><p>As I stated earlier, I think the wizard class is fine as is. What it needs is a restructuring of the spells and effects of magic. It needs to slow the strength of several effects, bring game changing magic on far slower than it currently is, and move certain core functions of the wizard (like shield or attack cantrips) to the class features rather than the spell system. Then make the spell slots a less sharp increase but allow them to be easier to refresh. That way, spells don't become the I win card but still allow the wizard to be doing cool magical things most of the time.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 9333873, member: 7635"] There are three facets of wizard design I would like to see addressed: 1. Effectiveness. If magic is supposed to be the sole role of a class, then that class should be able to rely on it. As a general rule, I don't like "wild magic" systems where magic has as much an equal chance to TPK the party as it does solving the problem at hand. I tend to find systems where magic is dangerous, uncontrollable or has a high chance of failure to be unfun to play a dedicated caster in. This is not to say magic should be perfect or never fail (see next), just that you ACT of casting a spell should not be a trial in itself. 2. Zero to demigod. The old design of magic is that you start out barely able to carry your spellbook without dying and you end up a high omnipresent being that the rest of the party has to kowtow to. That is bad design. You should start out inexperienced but competent and end powerful but not overbearing. The rise should be shallower. The floor raised but the ceiling lowered. So I'm equally opposed to glass cannon design (d4 hp) as I am to adding more power to the kit. 3. The Fantasy. A wizard should feel magical. They should use magic to do things others can't, but also should use magic mundanely. I don't like systems that limit the magic of a wizard to a handful of users per day/week. That includes removing cantrips or rituals, greatly reducing spells per day, and making resource recovery difficult. I want to play a wizard, not a dart expert who occasionally uses a spell. All of these should lead to the final aspect: simplicity and fun. Playing a wizard is hard enough, I don't want to add more complications to that. As I stated earlier, I think the wizard class is fine as is. What it needs is a restructuring of the spells and effects of magic. It needs to slow the strength of several effects, bring game changing magic on far slower than it currently is, and move certain core functions of the wizard (like shield or attack cantrips) to the class features rather than the spell system. Then make the spell slots a less sharp increase but allow them to be easier to refresh. That way, spells don't become the I win card but still allow the wizard to be doing cool magical things most of the time. [/QUOTE]
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