What will wizards be able to do?


Pathfinder Online

Goblin Squad Member

Specifically, will wizards get to do the kind playing god that only NPCs ever seem to get to do, or will their spells be limited to battle magic?

Goblin Squad Member

the simple answer (or non-answer) is:
* enough to be a fun class and 'feel' like wizard
* little enough that other classes are also fun and meaningful

Goblin Squad Member

AlgaeNymph wrote:
Specifically, will wizards get to do the kind playing god that only NPCs ever seem to get to do, or will their spells be limited to battle magic?

No, you will not get godlike abilities.

The game is being designed to be similar to levels 10-15 in the tabletop.

I doubt all spells will be combat oriented, there will most likely be a healthy number of non-combat spells.

Goblin Squad Member

Valkenr wrote:
AlgaeNymph wrote:
Specifically, will wizards get to do the kind of playing god that only NPCs ever seem to get to do, or will their spells be limited to battle magic?
No, you will not get godlike abilities.

So no creating monsters, artifacts, and dungeons? Foo...

Goblin Squad Member

AlgaeNymph wrote:
Valkenr wrote:
AlgaeNymph wrote:
Specifically, will wizards get to do the kind of playing god that only NPCs ever seem to get to do, or will their spells be limited to battle magic?
No, you will not get godlike abilities.
So no creating monsters, artifacts, and dungeons? Foo...

The bulk of the game is supposed to be Player to Player interaction, not Player to Created NPC.

Summoning monsters, probably down the road away, you probably won't be able to create new monsters.
Artifacts, likely to be part of the crafting system
Dungeons, probably not in the sense your are thinking of(see below)

There is an idea in the pipeline to have adventure modules for sale on the RMT store, the initial batch would be created by Goblinworks, then if possible, we would be given tools to create modules, and submit them for other players to play, and potentially sell on the RMT store and split the profit with Goblinworks. Keep in mind this probably won't see light until well after the release of the game.

Anything big, like allying with a dragon, will be something that takes a lot of time(years) and resources to accomplish and maintain. Not something one could dream of doing alone.

Liberty's Edge Goblin Squad Member

Valkenr wrote:
AlgaeNymph wrote:
Valkenr wrote:
AlgaeNymph wrote:
Specifically, will wizards get to do the kind of playing god that only NPCs ever seem to get to do, or will their spells be limited to battle magic?
No, you will not get godlike abilities.
So no creating monsters, artifacts, and dungeons? Foo...

The bulk of the game is supposed to be Player to Player interaction, not Player to Created NPC.

Summoning monsters, probably down the road away, you probably won't be able to create new monsters.
Artifacts, likely to be part of the crafting system
Dungeons, probably not in the sense your are thinking of(see below)

There is an idea in the pipeline to have adventure modules for sale on the RMT store, the initial batch would be created by Goblinworks, then if possible, we would be given tools to create modules, and submit them for other players to play, and potentially sell on the RMT store and split the profit with Goblinworks. Keep in mind this probably won't see light until well after the release of the game.

Anything big, like allying with a dragon, will be something that takes a lot of time(years) and resources to accomplish and maintain. Not something one could dream of doing alone.

AlgaeNymph, since this game will follow some of the norms of EVE, training skills will take real time, and you train up skills in order to "level". Valkner is correct, that we who will be playing Wizards will be less powerful than we potentially could be in PFRPG, since it is an MMO and not the paper and dice version.

Quote:
The game is being designed to be similar to levels 10-15 in the tabletop.

I am hoping that when Ryan stated this (or was it Lee or Stephen? Too many posts, not enough memory in brain LOL) it was referring to the first few years of PFO. My hope is that content for play similar to the 16-20 levels of PFRPG will eventually come down the road, but I like the fact that GW is not doing the typical "we're making the end-game content the focus" as many, many MMO's do.

In fact, AlgaeNymph, there is no end-game in PFO. Even if, after about two years real time you train up all the skills needed to be "20th" Level and did so solely in the wizard skills, content doesn't end there, nor does additional skill training if you wish. It has been pointed out that you could train skills to become "20th level" in every "class" given enough time (many years).

As Valkner noted, the Crafting "class" will likely handle things like artifacts, but they may need a powerful spellcaster to assist them on anything artifact level, maybe even a few Crafters and Spellcasters of the appropriate "classes", as the system has yet to be fully fleshed out, and it'll be sometime in 2018, most likely, before anyone has that kind of power.

There are too many posts to link here, but Nihimon has been keeping a list of really good posts and the GW Blogs so you can learn more. As of now, just bear in mind that everything is subject to change as the Devs are only beginning to work on systems and will be doing so for the next year and a half just to get Early Enrollment ready. Plus Paizo can ask then to make changes, and GW might always find a way to do things more easily or more efficiently than anything stated already. Additionally, we are Crowdforging, meaning anyone who gave to the Kickstarter has some input into the decisions. This, naturally, means that many brains are working on the systems and suggestions for systems. Some of the posters have already given the Devs some fantastic ideas.

You can try looking over things at http://pfofan.com/, http://www.gobbocast.com/, https://goblinworks.com/blog/ for more info.

Nihimon, I can't find your list link, so if you see this, can you post it for AlgaeNymph? Thanks!

Goblin Squad Member

Gloreindl wrote:
Quote:
The game is being designed to be similar to levels 10-15 in the tabletop.
I am hoping that when Ryan stated this (or was it Lee or Stephen? Too many posts, not enough memory in brain LOL) it was referring to the first few years of PFO. My hope is that content for play similar to the 16-20 levels of PFRPG will eventually come down the road, but I like the fact that GW is not doing the typical "we're...

16-20 is the 'demigod phase' and Ryan expressed that he didn't want that in the game. 10-15 has the player strong and resourceful enough to setup nations, and that is the point of the game.

If anything is in the game close to 16-20 content, it will probably take years of effort and tons of coin, then paint a huge red target on your organization.

Scarab Sages Goblin Squad Member

Here is a quote from Ryan:

Ryan Dancey wrote:


The target experience for the game is that players typically see when they're playing 6-10th level PCs. They're expected to be able to handle themselves against a wide range of opponents but are still "adventuring" as opposed to building empires or saving the world (things that happen from 11-15th level and 16-20th level respectively).

In terms of power level there won't be a good map between PCs in the tabletop game and PCs in the online game. In the tabletop game PCs get more powerful on a roughly linear progression. In the online game they'll get more powerful in a series of inverse curves (the more you train a skill, the less benefit you'll get from the abilities you unlock with each training increment).

Of course new characters will begin life with few skills or abilities and will have to gain training time and accomplish deeds to earn more. So the newbie character won't be anywhere as close to as powerful as a 6th level Pathfinder tabletop PC. On the other hand a very old Pathfinder Online character will likely be able to do many things that no 20th level adventurer on the tabletop could do - simply because the online game will have many different kinds of progression and development options that the tabletop game, due to its focus on adventuring characters, doesn't.

RyanD


Let me think of all the crap a level twenty wizard could do in the pathfinder pen and paper rpg...

-Summon 80+ zombies with a single casting of animate dead
-Throw some Create Undead spells on top of that
-Teleport away to his own magic mansion and sip cocoa while said undead ravage the earth
-Come back and summon a very powerful demon
-Kill a guy with one spell

I could keep going on like this. I'd rather not.

Clearly a carbon copy of the pen and paper wizard would not fare well in a game with a pvp focus.

Goblin Squad Member

A 15th level Wizard in PFRPG has access to 8th level spells. Sure they don't get many per day but some of them should be able to turn the tide of battle. When your opponent is the same level. The problem is some of the spells will be hard to translate into a MMO enviroment.

Even spells that appear be easy to bring across will be difficult. Take "Temporal Stasis" for example.

Quote:
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).

So if you touch them and they fail their saving throw you can effectively lock that character down permanently. Either that or you are trying to get a group of your friends to come and do a rescue and cast dispel magic or freedom. Now I know you are going to say make it a duration effect. Thing is then in power it is much lower than an 8th level spell. So now you need to balance that out.

I have faith that wizards will be damn powerful after they have some time in training. I just don't know how they are going to bring the more interesting spells across. Sure the do "10d10 damage" stuff is easy but the "save or die" will be hard to bring in.

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