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![]() Bjørn Røyrvik wrote: Having walked alone through the dark woods in rural Norway in autumn nights I can see how an overactive imagination can make you believe in trolls and whatnot. Any strange sound or half-glimpsed movement is suddenly filled with menace, fear and uncertainty make you start imagining things.... I remember that night....I almost had you then.....hahahaha Maybe next time? ![]()
![]() You know what with all these nerfs to the wizard proposed by the OP I think the class may need a little power boost, something to counter all those proposed restrictions with a few abilities thrown in to make them useful to the party and meaningfully contribute to the adventure. So here are a few ideas – They may seem weak or underwhelming but experiment in your group by trying out one or two of them – it can't hurt. Wizards should be helpful, so I propose that they get a few helpful spells starting at low levels wizards that allow them to: Detect Secret Doors, Climb on Walls, Detect Magic (all day) and the ability to see Invisible MONSTERS. That should help. Also give them the ability to open Magically Sealed doors, since no one else in the adventuring group will have that ability. That way other people in the party will feel confident that the Wizard is there to help solve problems and he can help out since fighting isn’t his thing. The Wizard should be able to fix and repair things (since he is the geeky nerdy guy in the group) – at first it can be small expensive things and then larger expensive things as he gets higher in level – all day. -The ability to summon monsters to fight for him, maybe at higher level they can even bind angels and devils and force the creatures to use their hip points vs. other hit point "things". Also he should be allowed to have summoned creatures who can cast other spells use those spells as he needs, so it's like a spell within a spell.
-Since he isn't a good fighter the Wizard needs ways to deal with encounters – at low level we can give him the ability to sleep or knock-out foes (I know, no damage so it's a little weak) and at higher levels maybe he can get the ability to freeze monsters in their place? Or even change the monsters into new-monsters, now that would be cool!
-Minor change – The wizard is no fighter, and dealing with threats isn't his forte, so maybe he should just be a good spell caster? How about making the Wizards main stat tie into all of his abilities? So if he raises his INT, he can make all his DCs higher than their normal range for his level (since Fighters types and monsters have already have good saves this is a no-brainer). Saves in general do not favor the Wizard so maybe they should be changed to the target getting only one roll per spell, winner take all? He should also get feats which will help his casting and they should be just as useful at level 1 as they would be at 20. -The ability to do massive damage, drain levels or even kill with a single spell to multiple targets – all from a safe distance. And if the Wizard is not feeling as confident as the Fighter he can just avoid hit points altogether! -The ability to fly, teleport and a few other minor tricks to deal with possible in-game problems. -The ability to resist or be immune to all types of damage, maybe even the ability to prevent foes from touching you or getting close (since they are weak as a class). -The ability to see things from far away – and deal with them appropriately -The ability to make magic items – for yourself or yourself -Spells that will allow you to be stronger, faster and smarter than super-smart! For yourself or you can cast them on yourself. Increase everything – your hit points, make your spells harder to resist or if you're a cowardly wizard just increase your own saves. Or all of those things. -The ability to transform into a monster! Increase stats as needed and if that isn't enough, increase the stats some more with more spells! Please don't flame me, I'm just presenting some variant ideas/powers to give the Wizard class a little help. Some posters here may think that these suggestions are pointless or too minor to consider including them in their home game and I understand that. I'm sure most may seem underpowered or stupid but just try them out and see how they improve the Wizard class and help out your home game! ![]()
![]() doctor_wu wrote: There is the question that is not asked why should straight people be allowed to be married at all? What has marriage been other than to control power within families and preserve properties helping the rich. Marriage is for inequality make it illegal for everyone. Hur-hur-hur-hur! I agree, and after we should make ownership of property illegal....and then - LIFE! Make it all illegal! Spoiler: hur-hur-hur! ![]()
![]() ProfessorCirno wrote:
Yeah, the best part about modern gaming is planning out all my feats, magic items, classes and prcs from level 1 through 20. And by "best" I mean "worst." "I don't care if you don't have a Flame Fist Master in your game, the PrC is what I need to optimize my characters casting ability for his next level! It's in the book and I WANT IT! It's in the BOOK!" Immersion, what's that? |