Rub-Eta wrote:
Never underestimate a Kobold.
Kaouse wrote:
We're both relying on assumptions, you that the wizard is played as you would play it; a hyper-paranoid control freak with no vices or oversights whatsoever, I that the wizard is played like a human or elf wizard in any of a thousand novels. I choose to assume that the wizard in question has flaws and oversights, because that's how I run them when I Dm. Great power creates great arrogance. Sure, the wizard can make a chain of demiplanes and hide his real body behind a long line of astral projections, but would he? At that level, a wizard is sure to have made outer planar enemies, who could find and snip his silver cord with some ease. Is he willing to leave himself open to an easy assassination by various outsiders all to forestall a death at the hands of mortals he no doubt considers himself above? Look at Elminster; always very concerned with the goings on of important folks; kings, malaugrym, devil princes, and consistently overlooks things that should be obvious, Narnra for instance, lives under his nose for 20 years unseen. Look to the Red Wizards of Thay; a more paranoid group of squabbling magelords you could not find, and they have very good reason to fear assassination from every side. They still have their vices, they still have their extracurricular activities, they still have slaves to scrape out their goblin pits.Against a living wizard in a living game, subterfuge and assassination can and do work if the proper steps are taken to avoid divination. Only the theoretically optimized wizards of this and similar forums are immune to their own arrogance, addiction and lust.
I'm still on the fence about PF. I play it, but I still only DM 3.5, Call of Cthulhu, etc. I greatly dislike the skill system, the way a lot of the spells were changed (particularly stuff like Death Ward, SoDs should have an easily available counter the same way domination does), and the front loaded character creation(Archetypes instead of an emphasis on PrCs). I dislike the fact that most of the Archetypes, Rogue/Barb talents/powers etc are pretty useless, or extremely niche, leaving only a few choices that actually make a difference in normal gameplay. The fact that every spellcasting class gets bumped up in power tier while my beloved rogues wallow in the dirt irks me, and paizo's senseless development practices make me not want to touch books they put out. More than anything, the fact that PF seems to have classes, archetypes, etc designed around very specific play styles, as opposed to 3.5 where most classes are pretty much a blank slate upon which a character can be built, makes it quite annoying trying to make characters. What if I want to play a spellcaster built on the concept of enchantments? in 3.5 I pick an arcane spellcaster, whether a beguiler or a wizard, and pick the spells I want to use. in PF, I can do that, but the Serpentine bloodline Sorcerer is laughing at me every step of the way. The over-specification of classes and archetypes is the single worst thing I've seen in a game that could have been very good. It's not RIFTS-tier bad where you play a Juicer or end up wasting half your actions dodging, but it's pretty damn close. IMO PF isn't even really playable without extensive house ruling. Sure you house rule for 3.5, and I've incorporated there a few of the recent suggestions concerning casting time (I don't recall the poster, but it hinged on bumping all spells up to 1 full round casting time, and scaling those down as you pass them by).
Blasting is generally less than optimal for wizards anyway, so bringing down their blasting potential isn't exactly new. Besides metamagic, wizards have been doing the same damage forever, while folks have started getting con to HP at all. The thing that makes wizards able to kill s@#@ so much more effectively (as you've mentioned in passing) are the spells that bypass HP entirely. what are the rules in this sub system for dealing with persistent wail of the banshee, or chain-reach-finger of death? Does it try to limit the number of nukes in wizard's pockets, or does it just make wizards just crappy blasters(eg; 5e)? Have spells like baleful polymorph, Wall of X, and Ghoul Touch been completely removed, or are you just not using them in this demo? If it's limited to just buffs/blasts, it's going to get boring *very* quickly for anyone who plays wizards precisely because they dont have to fight head on, Damage vs HP, and you might as well play 5e (Seriously, have a look at that spell list, might be exactly what you're looking for). If it's not limited to just buffs/blasts, somebody is going to figure out a way to break it. if you can jack your DC up high enough, Silent Image is all you really need to break up a group of enemies and leave them waiting and willing to be killed, no different than a high DC Entangle.
Most of the combat-oriented examples of how a caster is so much more powerful than a martial seem to assume that the caster has prepared for the combat(buffs in place, floating above the world with plenty of summons to defend him), is in a place of absolute security(his extra dimensional fortress), and has plenty of clones, and maybe a phylactery, in the event of his death. Like most of the theoretical optimization stuff I've seen on these boards, it relies on massive "what-if" circumstances, and requires that the spell caster take the exact same precautions that you would. First of all, it has already negated the fact that the spell caster (let's assume wizard) is going to be, or should be, a living creature in the game world. So unless we're talking about a Larloch styled recluse, that situation is suddenly thrown out. Let's look at our *actual* high level spell casters from fiction; Elminster, who despite being a high powered spellcaster actually went out and did things gasp in person, carrying a handful of magic items. Szass Tam, who almost invariably throughout the War of the Zulkirs engaged in combat in person, and, in fact, is depicted as changing his rings, amulets, and bracers prior to the final battle, meaning that he wasn't prepared for combat prior. so what do we have there? spellcasters who live lives, prepare their spells based on their day to day lives as opposed to exclusively preparing for combat, and are so self sure, so arrogant, that they go out into combat personally, rather than sending a simulacrum, or using their 99th iteration of Astral Projection. Wizards use the restroom, they take a break from studying their spellbooks and take a walk around the palisade, they prepare a bunch of Sending spells so they can chat with their other wizard friends, they turn into birds and go flying, because f*ck you they're wizards. And don't forget the Mage Lords of fiction. the arrogant, preening overlords. Vices are enormous weak spots, I think we can look to Hollywood and Washinton DC to see what power does to people in that regard, and Mage Lords of fiction tend to have a penchant for being killed by their intended lovers. Give the half orc barbarian a potion of disguise self and a corset, job done. The assumption that they're all powerful is based on a combination of wizards' own false assumption that they are all powerful, and the all too common power gaming shenanigans that produce things like the Mailman Sorcerer, but those assumptions should make them more vulnerable. People who are convinced that no one would be foolish enough to try to poison them eventually stop casting detect poison every time they want a drink of water. Spell casters being broken has a very simple fix; Stop looking for ways to break them. If your DM runs wizards as being recluses that live on their own demiplanes, locked in a massive throne room, behind thousands of wards and permanent scrying spells, peering at every corner of their lair with a thousand facsimile eyes searching for the slightest sign of an intruder, all spell slots devoted to combat, then your DM is an a$$hole who cares more about combat than about providing a roleplaying experience where NPCs and PCs actually live in the world, rather than existing only for the purpose of a fight no one will care about a week later. if that's your wizard, then congratulations, you've successfully reduced what could have been a character to nothing more than a stat block and a gimmick to eliminate all of your vulnerabilities. Hope you have fun reducing what could be an entertaining and immersive hobby down to a mechanical grind for no better reason than so that your character can be "better" than everyone else's.
There's no reason to re-work the way spells work, or the way martials work(aside from making them more flexible, "putting the extraordinary back in Ex," etc.) the only real reason that spellcasters are so powerful is that they can effectively spend a whole bunch of nuke spells whenever they please, particularly at high levels. there are a few reasons for that;
in summary; spellcasters get limited on the spells they can cast, can have prepared, and even know, but the spells themselves are just as powerful.
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