| cranewings |
Other than not liking the rule because you find these spells fun to cast, I'm curious what you folks feel would be the main effects of the following house rule, both for high level play and E6:
Save or Suck, Save or Fail and Save or Die spells are not allowed. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day.
| Borthos Brewhammer |
Other than not liking the rule because you find these spells fun to cast, I'm curious what you folks feel would be the main effects of the following house rule, both for high level play and E6:
Quote:Save or Suck, Save or Fail and Save or Die spells are not allowed. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day.
Wow that kills off like 1/3 of the wizard's spell list. Why so much wizard hate?
| Mauril |
With the update from 3.5 to Pathfinder, pretty much all for the Save or Die spells are gone. Also, you're going to have to define Save or Suck. Any spells that offers a save is going to suck more if you fail it than if you pass it. Direct damage spells (generally considered the least optimal of spells to cast) tend to deal damage regardless of a save, it just sucks more when you fail it.
At my table, we sort of have a "gentlemen's agreement" about super-powerful spells. What's good for the goose is good for the gander; if the players start using lots of enchantment effects to peel away my forces, then I start doing the same or if they start using very optimized tactics and feat/class/whatever combinations, then I start amping up my optimization too.
If you are having trouble with your players doing this, talk to them about it rather than throwing out a rule. If you already went through this talk with your players, then start throwing it back. In my experience, as a DM, you've got thousands of options at your disposal from monsters, to feats, to weapons, to classes, to spells, which you can change between every fight almost on your own whim. Your players are sort of stuck with their options until they either start a new campaign or roll up a new character.
My biggest problem with this rule comes from the lack of definition of the first three terms in your first sentence. The other problem is that it seems to only treat the symptoms and not the real problem: are these spells hurting the fun at your table for everyone or just you or just your players? If it hurts everyone, then you don't need a rule. If it's just them, then stop using them. If it's just you, talk to your players.
| cranewings |
cranewings wrote:Wow that kills off like 1/3 of the wizard's spell list. Why so much wizard hate?Other than not liking the rule because you find these spells fun to cast, I'm curious what you folks feel would be the main effects of the following house rule, both for high level play and E6:
Quote:Save or Suck, Save or Fail and Save or Die spells are not allowed. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day.
Here is a sample spell list under this house rule for a 5th level, non-specialize wizard in this setting:
1-Mage Armor
1-Shocking Grasp
1-Enlarge Person
1-Gravity Bow
1-Obscuring Mist
2-Protection from Arrows
2-Invisibility
2-Daze Monster
2-Acid Arrow
3-Dispel Magic
3-Tongues
3-Lightning Bolt
I feel like this is a perfectly fine wizard and not at all unbalanced. I'm sure you could make a lot of fun wizards - diviners, summoners, invokers - which are all a touch more fair and fun for everyone else playing.
Sense you don't have the "best spells" that are the most important to account for and control, casting more per day isn't that big of a deal.
I could even raise the number of bonus spells.
| cranewings |
With the update from 3.5 to Pathfinder, pretty much all for the Save or Die spells are gone. Also, you're going to have to define Save or Suck. Any spells that offers a save is going to suck more if you fail it than if you pass it. Direct damage spells (generally considered the least optimal of spells to cast) tend to deal damage regardless of a save, it just sucks more when you fail it.
At my table, we sort of have a "gentlemen's agreement" about super-powerful spells. What's good for the goose is good for the gander; if the players start using lots of enchantment effects to peel away my forces, then I start doing the same or if they start using very optimized tactics and feat/class/whatever combinations, then I start amping up my optimization too.
If you are having trouble with your players doing this, talk to them about it rather than throwing out a rule. If you already went through this talk with your players, then start throwing it back. In my experience, as a DM, you've got thousands of options at your disposal from monsters, to feats, to weapons, to classes, to spells, which you can change between every fight almost on your own whim. Your players are sort of stuck with their options until they either start a new campaign or roll up a new character.
My biggest problem with this rule comes from the lack of definition of the first three terms in your first sentence. The other problem is that it seems to only treat the symptoms and not the real problem: are these spells hurting the fun at your table for everyone or just you or just your players? If it hurts everyone, then you don't need a rule. If it's just them, then stop using them. If it's just you, talk to your players.
I agree with a lot of what you said. Right not I have a Sorcerer in my E6 game with mostly enchantment spells. I don't mind and I'm not going to change anything on her at this point.
Sense it is a "superhero setting" I'm kind of setting her character up to become the "sorcerer supreme" so letting her be the only one casting Deep Slumber at the end of this would make for a cool super power. I could still restrict new PCs and all NPCs with this.
If it helps, here are the 1st - 3rd level wizard spells I'd specifically ban:
First Level Banned Spells
Hypnotism
Sleep
Color Spray
Cause Fear
Vanish
Beguiling Gift
Second Level Banned Spells
Create Pit
Glitter Dust
Web
Hideous Laughter
Hypnotic Pattern
Blindness/Deafness
Scare
Third Level Banned Spells
Stinking Cloud
Deep Slumber
Hold Person
Haste (just because I'm sick of it and think it is stupid / already banned in this game)
| Nigrescence |
I feel like this is a perfectly fine wizard and not at all unbalanced.
Sure, if that's the kind of character you want to play. You're throwing out perfectly valid and balanced options for the sake of absolutely no reason besides hating the spells.
I'm sure you could make a lot of fun wizards - diviners, summoners, invokers - which are all a touch more fair and fun for everyone else playing.
See, this raises alarms to me. You're starting off with the assumption that the spells you are ruling out are not fair or fun, even for other players. This is just not true.
Sense you don't have the "best spells" that are the most important to account for and control, casting more per day isn't that big of a deal.
You said it, not me. Those extra spells aren't a big deal at all when a lot of the spells I might like to cast are eliminated. So, what's left to handle enemies? I can blast. Whoop-dee-friggin'-doo.
I could even raise the number of bonus spells.
But you've already done so much! Really, that's too kind of you.
| cranewings |
so not slow though? A lot of those spells aren't as game breaking as you think. The point of the wizard is to help control the battlefield for the party and you're taking that away from the class almost, basically making them into a worse blaster/buffer. What about cleric spells?
The list above isn't exhaustive. I basically just came up with it in like 2 minutes. Of course Slow would be on it.
I'm sure there are cleric spells I'd want to kill, but people play clerics so rarely I haven't ever thought about it. I could make a +12 hackmaster a first level class feature for clerics and my players still wouldn't play them.
| Borthos Brewhammer |
Borthos Brewhammer wrote:so not slow though? A lot of those spells aren't as game breaking as you think. The point of the wizard is to help control the battlefield for the party and you're taking that away from the class almost, basically making them into a worse blaster/buffer. What about cleric spells?The list above isn't exhaustive. I basically just came up with it in like 2 minutes. Of course Slow would be on it.
I'm sure there are cleric spells I'd want to kill, but people play clerics so rarely I haven't ever thought about it. I could make a +12 hackmaster a first level class feature for clerics and my players still wouldn't play them.
That's kind of one of the points i was making though. because this list ISN'T exhaustive, no one would ever play a wizard because even the spells you just listed would make the main class role pointless. They'd begin to play clerics, and then you'd nerf the clerics until everyone's playing melee characters
| cranewings |
Nigrescence, we always ban ideas in Role Playing Games. I don't let players play goblins or kobolts? Doesn't that trample on the people that want the 200' +16 stealth at 2nd level?
Banning something people like is par for the course. I loved my second level goblin barbarian / rogue, but I wouldn't expect to be allowed to play it in anyone's game.
| Borthos Brewhammer |
Nigrescence, we always ban ideas in Role Playing Games. I don't let players play goblins or kobolts? Doesn't that trample on the people that want the 200' +16 stealth at 2nd level?
Banning something people like is par for the course. I loved my second level goblin barbarian / rogue, but I wouldn't expect to be allowed to play it in anyone's game.
How do you get that with those races?
| cranewings |
cranewings wrote:That's kind of one of the points i was making though. because this list ISN'T exhaustive, no one would ever play a wizard because even the spells you just listed would make the main class role pointless. They'd begin to play clerics, and then you'd nerf the clerics until everyone's playing melee charactersBorthos Brewhammer wrote:so not slow though? A lot of those spells aren't as game breaking as you think. The point of the wizard is to help control the battlefield for the party and you're taking that away from the class almost, basically making them into a worse blaster/buffer. What about cleric spells?The list above isn't exhaustive. I basically just came up with it in like 2 minutes. Of course Slow would be on it.
I'm sure there are cleric spells I'd want to kill, but people play clerics so rarely I haven't ever thought about it. I could make a +12 hackmaster a first level class feature for clerics and my players still wouldn't play them.
Even if it is the main idea of the class role, I don't think those spells qualify as the only good point to be made with the class.
Heck, I feel like I'm freeing the class of being forced to always pick the same tired spells because those are so obviously the best spells.
| cranewings |
cranewings wrote:How do you get that with those races?Nigrescence, we always ban ideas in Role Playing Games. I don't let players play goblins or kobolts? Doesn't that trample on the people that want the 200' +16 stealth at 2nd level?
Banning something people like is par for the course. I loved my second level goblin barbarian / rogue, but I wouldn't expect to be allowed to play it in anyone's game.
I might not be remembering this right, but goblins have a 30' move. I had fleet once or twice, barbarian +10' and fast stealth. He really didn't do much else but he was a very fine scout.
Edit - I must have gotten him to third level, the second level of rogue had the fast stealth and the third level feat was either fleet or run.
| Nigrescence |
Nigrescence, we always ban ideas in Role Playing Games. I don't let players play goblins or kobolts? Doesn't that trample on the people that want the 200' +16 stealth at 2nd level?
Banning something people like is par for the course. I loved my second level goblin barbarian / rogue, but I wouldn't expect to be allowed to play it in anyone's game.
No, we don't always ban things. Neither goblins nor kobolds are core races in Pathfinder. It would be a special allowance to even let them be used. Even then, there's no need to ban it. Neither goblins nor kobolds are very well received by other races, with some races having a great hatred for them. You don't have to ban the race for it to be a really bad idea to play one. It's already a pretty bad idea.
Oh, and don't even try to compare a non-standard race trying to be abused for specific benefits (while ignoring the associated disadvantages) to playing a class as intended. Not even close.
No, it is not "par for the course". Not at all.
| Nigrescence |
Even if it is the main idea of the class role, I don't think those spells qualify as the only good point to be made with the class.
Heck, I feel like I'm freeing the class of being forced to always pick the same tired spells because those are so obviously the best spells.
Except they're not forced to pick those spells at all. In fact, your suggested banning gets rid of the spells that are not "obviously the best" ones anyway, along with the ones you think are the best. I'm also certain that people could easily argue about which are the best spells.
For example, there's no need to ban Glitterdust. Pathfinder already nerfed it a lot by allowing those afflicted to make another save every turn. Assuming you have a 50% chance to blind someone with it (they have a 50% chance to save), and you manage to wonderfully trap 4 people within it, only two are afflicted on the first casting, one saves the next round, and then there's a 50% chance after that the last one saves. That's a big power down, and probably not nearly as strong as you thought (but still a good spell).
I find that people tend to think spells are more powerful than in actuality, and a good reading of the spells will sort out this issue.
That said, there are spells that are very good, but that's mainly because those spells do what Wizards have to do.
If you want to limit them to blasters, then there really isn't much point, and everyone may as well play a Sorceror for extra blasting, because they're going to need all that they can get.
Wizards aren't as powerful as you seem to think. They have to prepare, and while they're versatile, they can ruin themselves with a poor preparation. The whole point of a Wizard is to have the versatility and magical arsenal to do all of these wonderful things. They give up nearly everything else to have this ability.
You may as well force Fighters to never gain bonus combat feats, or force Rogues to never gain talents. Or remove the Barbarian's rage.
| Laurefindel |
Now that we have criticized the thread's premise, lets try to criticize its actual content...
I think that such a rule would have a lesser impact in E6, and a huge impact in a full-fledged 20 level game (or even a more "tamed" 15-level game). The higher level you get, the tougher the monsters get and the more resistant to spells that are not "save or disable" they are.
Spells that disable opponents to various degrees are for good or ill, a significant part of a caster's arsenal, and from a designer's perspective, an expected resource required to defeat the CR appropriate encounters.
This makes it hard to evaluate accurately what impact it will have without knowing what else you'd change/restrict in your game, but my initial reaction is that the game's experience will change exponentially with the characters levels. Past a certain level, things get to fly, to resist fire and electricity easily, to detect invisibility, etc. I could go on but I think you get the idea.
Thus my reaction would be that it would work relatively well for an E6 game, less so in other cases.
Also as a player, I would react a lot better to a home-made spell list (from which you have removed the spells you don't want) than to a published spell list with a bunch of spells crossed in red ink. It turns out to be the same, but subconsciously it isn't.
'findel
| Brain in a Jar |
Yeah, if your going to take what "you" think are the best spells away from the arcane casters then you might want to also limit weapon choices for other classes as well.
I mean archer's love Composite Longbows/Shortbows, so they must be broken. Best limit them to Crossbows and Slings since that would open up options for them and rid them of that terrible "best" weapon. Etc.
Mikaze
|
TriOmegaZero
|
TriOmegaZero wrote:Also, I totally had the image of Hulk Hogan bodyslamming wizards from the thread title.Macho Man Randy Savage, here.
I loved the episode of Dexter's Laboratory with him. :)
Mikaze
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Mikaze wrote:I loved the episode of Dexter's Laboratory with him. :)TriOmegaZero wrote:Also, I totally had the image of Hulk Hogan bodyslamming wizards from the thread title.Macho Man Randy Savage, here.
And Space Ghost Coast to Coast!
He'll always be my Kord.
Kurgess is a friendlier Heavy Weapons Guy
| wraithstrike |
cranewings wrote:Wow that kills off like 1/3 of the wizard's spell list. Why so much wizard hate?Other than not liking the rule because you find these spells fun to cast, I'm curious what you folks feel would be the main effects of the following house rule, both for high level play and E6:
Quote:Save or Suck, Save or Fail and Save or Die spells are not allowed. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day.
CW does not like the affect wizards have on his games. He had similar threads up a while back. I don't remember all the issues, but reading his old threads sheds some light on the issue.
Set
|
From a GMing standpoint, low-level encounter design is a pain in my butt, because I can't use color spray or sleep for the 1st or 2nd level enemy Sorcerer (too high a chance of a TPK, particularly if he can spam it more than once to catch anyone who didn't drop on the first casting), and at those levels, burning hands and magic missile are just really bad jokes.
I'd prefer to chop those sorts of spells down by making them work like slow or similar spells, affecting up to 1 target / level, in addition to other limits (although, in the other direction, I've never liked self-obsoleting spells with HD caps, followed X levels later by one with a higher cap, or no cap. That's just crap design, IMO, if your spell automatically requires a better version of itself at higher levels to remain viable.).
Tweaking the spells, rather than outright forbidding them, feels better to me, since some of them are fairly iconic magic stunts. Just banning anything that wasn't designed terribly well, instead of fixing the specific issues I have with them, feels like a step towards creating a game where magic isn't 'magic' and is just a meaningless descriptor for 'nothing that anyone else can't already do without magic.'
Set
|
On that note, slapping reasonably affordable mundane or magical deterrants to teleport doesn't exactly break my heart either.
Keeps it functional, but puts a stop to scry-and-die going in either direction between players and GMs.
I kinda miss the bizarre and arbitrary limitations on astral and ethereal travel (can't pass through living matter, can't pass through X amount of lead, etc.) from 1st edition. Setting up similar Supernatural-style mundane solutions to some tactics, such as lead-lined walls in meeting chambers, could be fun.
On the other hand, the 'mysterious underdark radiation' being able to protect Drow communities from reliable divination or teleportation felt cheap, to me.
Then again, just about everything about the Drow felt cheap, to me, with their 'everybody has magic resistance' and 'our awesome magic weapons turn to crap in your hands' and 'we see in the dark, and make it dark' and 'we have a poison that doesn't affect us, is ten times better than what you have, and is *dirt cheap.*'
| wraithstrike |
From a GMing standpoint, low-level encounter design is a pain in my butt, because I can't use color spray or sleep for the 1st or 2nd level enemy Sorcerer (too high a chance of a TPK, particularly if he can spam it more than once to catch anyone who didn't drop on the first casting), and at those levels, burning hands and magic missile are just really bad jokes.
I'd prefer to chop those sorts of spells down by making them work like slow or similar spells, affecting up to 1 target / level, in addition to other limits (although, in the other direction, I've never liked self-obsoleting spells with HD caps, followed X levels later by one with a higher cap, or no cap. That's just crap design, IMO, if your spell automatically requires a better version of itself at higher levels to remain viable.).
Tweaking the spells, rather than outright forbidding them, feels better to me, since some of them are fairly iconic magic stunts. Just banning anything that wasn't designed terribly well, instead of fixing the specific issues I have with them, feels like a step towards creating a game where magic isn't 'magic' and is just a meaningless descriptor for 'nothing that anyone else can't already do without magic.'
You are nicer than one of my GM's. He dropped sleep on the entire party once. Luckily everyone made the save.
Face_P0lluti0n
|
At my table, we sort of have a "gentlemen's agreement" about super-powerful spells. What's good for the goose is good for the gander; if the players start using lots of enchantment effects to peel away my forces, then I start doing the same or if they start using very optimized tactics and feat/class/whatever combinations, then I start amping up my optimization too.
+1.
If the PCs are smart enough to figure things out, the high-Int, high-Wis mastermind bad guys can too, and if they can, they'll pass choice bits of it on down to their minions, because who doesn't like making their own side more awesome?
Doing this in my game improved it immensely. We can make use of every option in the game, and the game gets a vicious as my players want it to be. Which is usually pretty vicious with my players.
But it increases verisimilitude by a lot if the smart and/or well-connected people of the world are all optimizing. When your life and wealth and master plans are on the line, why not?
As far as SoS spells go, it's an *awful* risk to use them, and that is a kind of balance. Using an SoS spell in a fight risks giving up a whole turn for no effect (1 turn is still a HUGE cost in 3.5/PF), and using one out of combat, like a charm, means that anyone with half a brain who DOES save will probably take their next turn to skewer the mage responsible.
EDIT: Another side effect of just allowing the optimization arms race on both sides is that Saves will likely be maxed out before long. In my own game, most characters have saves so good that it's usually a waste of time and spell slots to just drop an SoS on someone - they'll more than likely save. An SoS becomes a last-ditch effort, a way to knock a significantly lower-level foe out of the fight, or, most entertainingly, a finishing move that is laid out after several rounds of tactical debuffing.
Set
|
You are nicer than one of my GM's. He dropped sleep on the entire party once. Luckily everyone made the save.
For me, it was Death in Freeport, and an encounter with a mercenary band was like the second or third in the game (and in the first session), and I felt like it would be pretty sucktacular to TPK the group in the first session of a new campaign. :)
I did manage to redesign the Yellow Shield dudes so that each member of the party was at zero hit points at different points in the fight, which, for me, was the gold standard of dice rolls and encounter balance coming together for a nail-biter.
| cranewings |
Thus my reaction would be that it would work relatively well for an E6 game, less so in other cases.
Also as a player, I would react a lot better to a home-made spell list (from which you have removed the spells you don't want) than to a published spell list with a bunch of spells crossed in red ink. It turns out to be the same, but subconsciously it isn't.
'findel
Thanks for the advice.
In the house rules thread, someone suggested limiting wizards by forcing them into a specialty by making smaller spell lists for them. I agree that the red ink method doesn't feel good.
Personally, I really like the idea of the short spell lists druids and priests have compared to the wizard, and feel like there is a kind of fun opportunity to write up more focused ones for a few different types of wizards.
| cranewings |
From a GMing standpoint, low-level encounter design is a pain in my butt, because I can't use color spray or sleep for the 1st or 2nd level enemy Sorcerer (too high a chance of a TPK, particularly if he can spam it more than once to catch anyone who didn't drop on the first casting), and at those levels, burning hands and magic missile are just really bad jokes.
I'd prefer to chop those sorts of spells down by making them work like slow or similar spells, affecting up to 1 target / level, in addition to other limits (although, in the other direction, I've never liked self-obsoleting spells with HD caps, followed X levels later by one with a higher cap, or no cap. That's just crap design, IMO, if your spell automatically requires a better version of itself at higher levels to remain viable.).
Tweaking the spells, rather than outright forbidding them, feels better to me, since some of them are fairly iconic magic stunts. Just banning anything that wasn't designed terribly well, instead of fixing the specific issues I have with them, feels like a step towards creating a game where magic isn't 'magic' and is just a meaningless descriptor for 'nothing that anyone else can't already do without magic.'
I feel you on the encounter design thing. Both fights the party has either lost or nearly lost in my current game were to enemy casters. One ruined the party with Cause Fear, the other with Snare.
On a side note, how much more damage do you think Evocation spells need to be to be attractive? Sense so many things went up a die type on HP, raising the die type on all the blaster spells would probably help them.
Face_P0lluti0n
|
Laurefindel wrote:Thus my reaction would be that it would work relatively well for an E6 game, less so in other cases.
Also as a player, I would react a lot better to a home-made spell list (from which you have removed the spells you don't want) than to a published spell list with a bunch of spells crossed in red ink. It turns out to be the same, but subconsciously it isn't.
'findel
Thanks for the advice.
In the house rules thread, someone suggested limiting wizards by forcing them into a specialty by making smaller spell lists for them. I agree that the red ink method doesn't feel good.
Personally, I really like the idea of the short spell lists druids and priests have compared to the wizard, and feel like there is a kind of fun opportunity to write up more focused ones for a few different types of wizards.
I'm contemplating a low-magic game set in a real world historical period. I want Wizards to be playable, but not awesome. My solution will be to make adding spells to a spellbook a major chore. Scrolls, like any other magic item in a low-power/low-magic world, cannot be purchased, and it will be hard to find other Wizards for a "spellbook swap" because commoners fear them and the priests of most faiths distrust or outright hate them. The two spells at each level up will be what most Wizards are stuck with for most of their careers.
...and then there's the Dragon Age way, where anybody using mind affecting spells is considered worse than a serial killer by most of society.
Just a suggestion. Setting details can do with ease what changing the RAW could do with a lot of headaches.
Changing the RAW usually results in a RAW/House Rules holy war around my table. I got my one favorite rule through (Armor grants DR instead of increasing "dodge") and none others. It's an uphill battle...and don't say spell points around me, not unless you want a fight on your hands... : P
| cranewings |
I'm contemplating a low-magic game set in a real world historical period. I want Wizards to be playable, but not awesome. My solution will be to make adding spells to a spellbook a major chore. Scrolls, like any other magic item in a low-power/low-magic world, cannot be purchased, and it will be hard to find other Wizards for a "spellbook swap" because commoners fear them and the priests of most faiths distrust or outright hate them. The two spells at each level up will be what most Wizards are stuck with for most of their careers.
...and then there's the Dragon Age way, where anybody using mind affecting spells is considered worse than a serial killer by most of society.
Just a suggestion. Setting details can do with ease what changing the RAW could do with a lot of headaches.
Changing the RAW usually results in a RAW/House Rules holy war around here. I got my one favorite rule through (Armor grants DR instead of increasing "dodge") and none others. It's an uphill battle...and don't say spell points around me, not unless you want a fight on your hands... : P
I almost always run "low magic" settings. Something I've found is that there isn't really any point in making it harder for wizards to get their spells equipped. You can make it seem more special by making new spells Macguffins to center the story around, but you can't REALLY keep them from getting one or two of their choice, and if you make sure they only know a couple, you are going to have an even worse situation of them spamming the same crap all the time.
As far as the society thing, that works as long as you are willing to kill their characters with it, but in my experience most players hear, "if you cast good spells you will become outlaws," as, "this will be an outlaw game."
Cold Napalm
|
Borthos Brewhammer wrote:cranewings wrote:Wow that kills off like 1/3 of the wizard's spell list. Why so much wizard hate?Other than not liking the rule because you find these spells fun to cast, I'm curious what you folks feel would be the main effects of the following house rule, both for high level play and E6:
Quote:Save or Suck, Save or Fail and Save or Die spells are not allowed. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day.
Here is a sample spell list under this house rule for a 5th level, non-specialize wizard in this setting:
1-Mage Armor
1-Shocking Grasp
1-Enlarge Person
1-Gravity Bow
1-Obscuring Mist
2-Protection from Arrows
2-Invisibility
2-Daze Monster
2-Acid Arrow
3-Dispel Magic
3-Tongues
3-Lightning BoltI feel like this is a perfectly fine wizard and not at all unbalanced. I'm sure you could make a lot of fun wizards - diviners, summoners, invokers - which are all a touch more fair and fun for everyone else playing.
Sense you don't have the "best spells" that are the most important to account for and control, casting more per day isn't that big of a deal.
I could even raise the number of bonus spells.
Okay so the first bolded spell is a no save, just suck spell and that's okay?!? The second one is a save or suck...but daze isn't so bad so it's okay?!? Not to mention that divine casters will still have hold person, entangle, sleet storm, ice storm, spike stones, baleful polymorph, finger of death, slay living, holy word line, symbol spells, etc etc. Basically your change = not doing a damn thing at all since divine casters can do all that you seem to have issues with...only using real weapons and wearing armor. You know what I would do in your game? I'd play a druid and make you cry. And then when you nerf that, I'd do it with the cleric. The issue isn't the arcane spell list.
Face_P0lluti0n
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I almost always run "low magic" settings. Something I've found is that there isn't really any point in making it harder for wizards to get their spells equipped. You can make it seem more special by making new spells Macguffins to center the story around, but you can't REALLY keep them from getting one or two of their choice, and if you make sure they only know a couple, you are going to have an even worse situation of them spamming the same crap all the time.
As far as the society thing, that works as long as you are willing to kill their characters with it, but in my experience most players hear, "if you cast good spells you will become outlaws," as, "this will be an outlaw game."
I imagine it could be made obvious that being an outlaw is a bad, bad idea. Just make the law look too competent for the PCs to defeat easily. A few cutscenes of hardcore bounty hunters bringing in rogue spellcasters with ease and dedication might "scare them straight" as it were.
As far as spamming, I think there are built-in ways to punish them for relying on one strategy. If they have no blasts, a few encounters with mindless beings should set them straight. No debuffs? A single, high-level boss monster with awesome saves will make life difficult. The same if they rely on crowd control, and canny enemies who know that Wizards with AoE spells exist will alter their formations and tactics to keep too many fighters from being caught in them.
| cranewings |
Angry Reply
Well, I have as many players as I want so if you brought that sour attitude to my game, I'd just be really hard on you until you got upset and then show you the door; you wouldn't ever get to the second class.
A nasty player is a nasty player and of course none of my house rules can be implemented effectively if the players cry, drag their feat, or feel that their entitlements aren't being met. My players always go along with my house rules because they like how I run the game, so I don't have to appease whiners.
| cranewings |
I imagine it could be made obvious that being an outlaw is a bad, bad idea. Just make the law look too competent for the PCs to defeat easily. A few cutscenes of hardcore bounty hunters bringing in rogue spellcasters with ease and dedication might "scare them straight" as it were.
As far as spamming, I think there are built-in ways to punish them for relying on one strategy. If they have no blasts, a few encounters with mindless beings should set them straight. No debuffs? A single, high-level boss monster with awesome saves will make life difficult. The same if they rely on crowd control, and canny enemies who know that Wizards with AoE spells exist will alter their formations and tactics to keep too many fighters from being caught in them.
I agree that those are solutions, but I never ever tailor encounters to the party's weaknesses. It kills the organic, sandbox feel for me.
Same with the bounty hunters. Usually my parties are the strongmen of the land - that's why they are needed. If there were lots of other groups that could kill many times their number, PCs wouldn't have much of a point (and the ecology of the world would make no sense).
| wraithstrike |
Cold Napalm wrote:Angry Reply
Well, I have as many players as I want so if you brought that sour attitude to my game, I'd just be really hard on you until you got upset and then show you the door; you wouldn't ever get to the second class.
A nasty player is a nasty player and of course none of my house rules can be implemented effectively if the players cry, drag their feat, or feel that their entitlements aren't being met. My players always go along with my house rules because they like how I run the game, so I don't have to appease whiners.
While he did not say it nicely his point was that with the druid and cleric still being able to do the things you don't like, that you have not solved anything.
If your players agree with your idea they just won't use those spells. No need to even make a rule, the same way my group does not spam SoS spells. If the do like them then they will migrate to a class that still has them as an option.| cranewings |
cranewings wrote:Cold Napalm wrote:Angry Reply
Well, I have as many players as I want so if you brought that sour attitude to my game, I'd just be really hard on you until you got upset and then show you the door; you wouldn't ever get to the second class.
A nasty player is a nasty player and of course none of my house rules can be implemented effectively if the players cry, drag their feat, or feel that their entitlements aren't being met. My players always go along with my house rules because they like how I run the game, so I don't have to appease whiners.
While he did not say it nicely his point was that with the druid and cleric still being able to do the things you don't like, that you have not solved anything.
If your players agree with your idea they just won't use those spells. No need to even make a rule, the same way my group does not spam SoS spells. If the do like them then they will migrate to a class that still has them as an option.
Fair enough. Assume for the time being then that I'm not done making the rule and that it is going to eventually be applied to all of the other classes that do the same things as wizards, which I don't like.
Cold Napalm
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Well, I have as many players as I want so if you brought that sour attitude to my game, I'd just be really hard on you until you got upset and then show you the door; you wouldn't ever get to the second class.
An nasty player is a nasty player and of course none of my house rules can be implemented effectively if the players cry, drag their feat, or feel that their entitlements aren't being met. My players always go along with my house rules because they like how I run the game, so I don't have to appease whiners.
Sorry...but your system mastery is too weak to go really hard on me unless you start to resort to DM fiat (at which point, you already lost). If you honestly can't see the system balance issues with your proposed houserule, then you really are too clueless to win against me in a system mastery contest.
And no I'm not being nasty...I'm teaching you a valuable lesson.
It's your game, do what you want...but when a bunch of people say it's a bad idea...a hint, it just maybe a bad idea.
| cranewings |
Here is the rule again, slightly modified. Sense this rule isn't going to be published in a book, but used by one group in the spirit of which it was written, there isn't any way to find a loophole.
"Debuffs and Save or Lose spells are not allowed. Questionable spells can be allowed on a case by case basis. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day."
| Nigrescence |
Fair enough. Assume for the time being then that I'm not done making the rule and that it is going to eventually be applied to all of the other classes that do the same things as wizards, which I don't like.
At which point you'll have taken away some mild to hefty portion of their capabilities as collateral damage in your war against Wizards.
Seriously, just ban the class if you hate it that much. At least that can be rationalized, reasoned, and explained much better. It would also be easier, and more likely it would be accepted easier than this selective limitation.
The only thing a Wizard has is his spell list. You're taking away about a half to a third of it. Like I said, you may as well get rid of Rogue talents, or Fighter bonus combat feats. Or just ban the class. Or stop playing.
| cranewings |
Sorry...but your system mastery is too weak to go really hard on me unless you start to resort to DM fiat (at which point, you already lost). If you honestly can't see the system balance issues with your proposed houserule, then you really are too clueless to win against me in a system mastery contest.And no I'm not being nasty...I'm teaching you a valuable lesson.
It's your game, do what you want...but when a bunch of people say it's a bad idea...a hint, it just maybe a bad idea.
Obviously I'm not a systems master. DM fiat only makes you a loser if you care about the smugness of a kid on his way out the door, singing the last word song (;
| cranewings |
cranewings wrote:Fair enough. Assume for the time being then that I'm not done making the rule and that it is going to eventually be applied to all of the other classes that do the same things as wizards, which I don't like.At which point you'll have taken away some mild to hefty portion of their capabilities as collateral damage in your war against Wizards.
Seriously, just ban the class if you hate it that much. At least that can be rationalized, reasoned, and explained much better. It would also be easier, and more likely it would be accepted easier than this selective limitation.
The only thing a Wizard has is his spell list. You're taking away about a half to a third of it. Like I said, you may as well get rid of Rogue talents, or Fighter bonus combat feats. Or just ban the class. Or stop playing.
Eh, I don't know that I feel like I have to throw the baby out with the bath water here.
Cold Napalm
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Here is the rule again, slightly modified. Sense this rule isn't going to be published in a book, but used by one group in the spirit of which it was written, there isn't any way to find a loophole.
"Debuffs and Save or Lose spells are not allowed. Questionable spells can be allowed on a case by case basis. All mind effecting spells such as hypnotism or charm person suffer a -5 to their DC when cast on characters that have made the decision to enter combat.
In return, all spontaneous casters gains two additional spells of each spell level per day. Memorization casters gain one additional spell per spell level per day."
How is mind effecting spells not save or lose?!? You fail a dominate spell and you lost. And no debuffs at all. Or crowd control. So basically blast away or buff up...so play 4e wizard you say. Yeah I don't play 4e for this exact same reason...and if I was okay with casters working in this manner, I would have moved onto 4e and not to PF thank you very much.
| cranewings |
Thanks for your help everyone - you know who you are.
I'm probably just going to write up a new list of Wizard / Sorcerer spells, levels 1-3, which are specific to my E6 game world. That way it isn't red ink as much as it is a focused setting specific list.
Then I'll probably let them have the extra castings per day, as prescribed, so long as my players are down for it.
I probably won't use this for higher level play.