[Intelligence Check] Checks on the quadratic wizard


Homebrew and House Rules


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Are your wizards too powerful at higher levels? Do full progression spellcasters in your game make the fighters and rogues feel useless? Isn't there a way to reintroduce a greater degree of balance without pumping up the non-spellcasters even more?

How about introducing a few limitations on your spellcasters...from previous editions?

In our first article for 2013, Intelligence Check introduces a set of variant rules inspired by older editions of everyone's favorite fantasy role-playing game to help limit the power of wizards and other spellcasters. Use these, and put the kibosh on the wizard-as-god in your game.

Check it out here: Triple Solutions for Quadratic Wizards


I don't think the problem isn't wizards, it's action economy.

On the fighter end you have the pitiful inferiority of non-full attacks (except cavalier lance charges). In earlier editions if a fighter got multiple attacks they got them with movement.

On the wizard end you have the action gaining spells and metamagic. The biggest culprits are save or puppets and summons.

There is a third problem with fighters and cavaliers in particular and that is that practically everyone else has better saves. I'm of the opinion that cavaliers should have fallen paladin saves, barbarians ranger saves, and fighters either fallen paladin saves or a choice. Save or Dies are a bit too powerful against certain PCs and improving non-caster saves would do a lot to cure that.

Stuff like control spells won't get a wizard far without a fighter helping him and blasts don't keep pace with fighter damage.


Regarding full attacks, what if fighters (anyone, really) get increased attacks per round even if they moves?

If you move 5 ft or less => full attack.
If you move more than 5 ft, up to half speed => you lose attack(s) based off BAB -5.
If you move more than half speed, but less than full speed => you lose attack(s) based off BAB -5 and BAB -10.
If you move full speed => you lose attack(s) based off BAB -5, BAB -10 and BAB -15.
If you move more than your full speed (possible when charging) => you get a single attack.
The pattern is meant to make it easier for high BAB classes to get extra attacks sooner and more easily: at 11th level, a fighter could land 2 of his 3 attacks if he moves half speed.

So a 16th level fighter with a speed of 30 ft would receive...
4 attacks at +16/+11/+6/+1 if he moves 0-5 ft
3 attacks at +16/+6/+1 if he moves/charges 10-15 ft
2 attacks at +16/+1 if he moves/charges 20-25 ft
1 attack at +16 if he moves/charges 30 ft
1 attack at +18 if he charges 35-60 ft

A 16th level fighter under a haste spell who has (normal/improved/greater) two weapon fighting would receive...
8 attacks at +15/+15/+15/+10/+10/+5/+5/+0 if he moves 0-5 ft
6 attacks at +15/+15/+15/+5/+5/+0 if he moves/charges 10-30 ft
4 attacks at +15/+15/+15/+0 if he moves/charges 35-55 ft
3 attacks at +15/+15/+15 if he moves/charges 60 ft
1 attack at +17 if he charges 65-120 ft

What do you think?

Scarab Sages

I think certain people spend way to much time screaming about what other classes are theoretically capable of doing while simultaneously downplaying their own classes capabilities.


I fail to see how this is linked to action economy issues and my idea to give martial characters easier access to multiple attacks at higher levels... I mean, even wizards get to quicken spells and cast twice in a round if they move.


Wizards are surprisingly easy to shut down... All it takes is not giving them the time to rest and limiting access to spells.


Azaelas Fayth wrote:
Wizards are surprisingly easy to shut down... All it takes is not giving them the time to rest and limiting access to spells.

A lack of rest is going to hurt martials too. Fatigue sucks for rangers and everyone who isn't a divine caster. Divine casters don't have to sleep to renew spells. They also don't need the help.

Limiting spell access just doesn't seem to be acceptable. There's a very strong sense of entitlement that a spontaneous caster or prepared caster using his free 2 spells/level can learn any spell in a GM approved book and the CRB is always approved. The worst culprits are in the CRB.


But if you are only getting 2/level you end up with 40 Spells plus your first level. Spells can be limited based on the Town or Location.

By rest I was referring to them having time to prepare their spells.

Sovereign Court

I agree that it's the action economy between martials and casters that's a bit jarring. It's not strictly a wizard thing, casters in general.

Most spells take a Standard action to use, and can be done wherever you're standing as long as there isn't a sword sticking out of your throat. But full attacks (the martial equivalent to casting a spell; the highest you can spire to do in a turn) requires being adjacent to an enemy and a full action.

So martials have to engage in a great deal of chicanery to somehow end up adjacent to people and being the first to full attack (trick them into charging you?), while casters just walk around, trying to stay out of the way but without all that FA-vs-moving-targets frustration.

So why aren't there any spells that take just your entire turn to cast? Not the full-round spells that take until you next turn, but just this one? Suddenly you really have to decide between a weaker Standard spell and a stronger Full spell, but if you go Full, you can't take more than a 5ft step away from Enemy Fighter Dude.


Artanthos wrote:
I think certain people spend way to much time screaming about what other classes are theoretically capable of doing while simultaneously downplaying their own classes capabilities.

For real bro. 15 levels into a 1-30 campaign and the two fighters are still the dominate pieces on the board in a game with 3 full casters.

Verdant Wheel

to the OP's proposal:

Segmented Casting Times

i agree that the readied action disruption within a continuum of acting after known initiatives and five foot full attacks is a consolation that is a by product of accelerating the combat round in the post-2E era. and taken as it is, you make a strong argument, in consideration of the simulation vs complexity dynamic, for providing an alternative. so suffice it to say i am very intrigued.

that magic, though requiring a diamond mind/faith/spirit, is certainly not an exact science, and any fragile mortal tampering with the fabric of the multiverse oughtn't be treading an easy path.

so, your proposal of creating an initiative tick 'disruption window' equal in magnitude to the spell's level might be a brilliant way to introduce a more tactical way for both sides to reckon with ally/enemy spellcasters. this might see some playtest in my next 3E/PF group!

so far i disagree with you about magic items though, in the spirit of the same argument you make for spell-like abilities.

Disrupted Casting

to me this is crossing the line. it is hard enough as it is to 'keep' a spell when you have been struck in combat. the DC is based off of damage sustained, and damage far outpaces the bonus to concentration checks!

i would either choose this house rule or the previous one, but not both together. one of the things i like about 3E is the concentration checks. and the former ruling, while still harsh, still offers a chance of success.

to those who sway more towards simplicity versus simulation, but still like the ideas presented here, this is the fast and furious rule to viable spell disruptivity!

...and if this house rule sees adoption, the complimentary proposal to stack +4 cover bonuses to AC seems fitting, to compensate for an auto-disrupt on a hit. though, i am concerned with it's interactivity with Improved Precise Shot...

Limited Learning

firstly, in the era of wizards and sorcerers, this tampers with the balance between prepared and spontaneous casting.

secondly, between spells recorded and spells chosen that day, you want to add a third list? if the DM wants to exercise control over the number of spells a wizard knows, she can tamper with his book, or regulate distribution in the first place. and the corner case where the wizard has carefully chosen which spells he has recorded in excess of those he has learned in my opinion does not justify the tedious bookkeeping.

thirdly, Use Magic Device is already super cool.

...

in conclusion, this is some very thoughtful stuff. thank you Alzrius!

...

ps. Vanshoon, this is a cool idea, and you have inspired me for my fighter redux.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Rainzax, thank you very much for the detailed commentary on my blog post. It's that sort of thoughtful discussion that bloggers like me live for, and I'm ecstatic to hear that you might actually use one of my suggestions in your game!

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