Whizbang Dustyboots
Gnometown Hero
It takes about eight months for gnomes to bring a corporation to its knees.They did though. PHB2. About eight months after PHB1.
It takes about eight months for gnomes to bring a corporation to its knees.They did though. PHB2. About eight months after PHB1.
out of all of examples, you pick the Lock spell that actually has a cost of using it.My main issue with wizards is their spell versatility, too. So my Earthdawn solution is based on adding a cost to that versatility, rather than outright eliminating it. If there is a rogue in the party, it should almost never be easier and/or safer to have the wizard cast knock, for example.
3.5E, but regardless its had Vancian casting on every edition except 4E and 5E which, yeah, aren't the wizard's peak.When do you consider the "height of the wizard's power"?
personally yeah, i'd remove it's ritual status and bump it up to 4th level then basically make an inferior copy without any of the protective benefits(besides from weather) to go at 2nd level (overwriting rope trick? or that'd probably need it's own tweaks at least, smaller capacity or not being able to pull up the rope perhaps?) basically to the purpose of 'this is not protection from enemies, this is merely to provide a rest in uncomfortable enviornments'p.s. Leomund's tiny hut needs to be a non ritual or heavily modified.
Tiny hut is a different problem: it doesn't make the wizard powerful, it lets the party bypass a part of the game. Just eliminate the spell.personally yeah, i'd remove it's ritual status and bump it up to 4th level then basically make an inferior copy without any of the protective benefits(besides from weather) to go at 2nd level (overwriting rope trick? or that'd probably need it's own tweaks at least, smaller capacity or not being able to pull up the rope perhaps?) basically to the purpose of 'this is not protection from enemies, this is merely to provide a rest in uncomfortable enviornments'
But that's precisely what makes most powerful wizard spells powerful. They are able to skip parts of the game. They are able to control how, when, where, and sometimes even whether things happen or don't happen.Tiny hut is a different problem: it doesn't make the wizard powerful, it lets the party bypass a part of the game. Just eliminate the spell.
Okay, real question:
For those who want to go back to True Vancian Casting: do you honestly feel this will be a serious check on the wizard's power considering it was present during the height of the wizard's power.... or do you just want it back because you liked playing that way?