What is the point of Spellbooks?


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thejeff wrote:

The difference, particularly with the spellbook, is that you can wind up with a character who's alive and active, but at only a fraction of his normal effectiveness. And this can, depending on circumstances, last for multiple sessions.

Hit point damage either kills you or gets cured. Either way, you're not tagging along with the party, practically useless for a few game sessions.
A serious curse or heavy ability damage before the group has a way to remove it can do the same thing - make the character and the game not fun to play for an extended time. Later on, killing a character and not letting the player run a temporary character until they get back to town and can get him raised is a similar, though even worse, issue. Assuming it takes significant real time, not just by the end of the session.

You make a fair point, that it's a significant (temporary) hit to power, unlike hit point damage (and, at high-enough levels, ability damage / death).

However, this gets back to what other people have pointed out. If you've got decent WBL gear, you're weakened but by no means at a "fraction of your effectiveness". You have scrolls, you have wands, at higher levels, you've got rods, and rings, and staves.

And it'll only last multiple sessions if you are nowhere near civilization. It costs 15gp for a blank spellbook. You won't have your full repertoire, but even assuming you had no scrolls on your person when the book was stolen/sundered/whatever, you can get at least a basic Sorc-variety of selection for a reasonable fraction of WBL.

A lost spellbook is actually easier to recover from than ability damage (until you have access to Restoration).


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Let's not forget that spellbooks make decent loot.
Alternate materials and protections are important for protecting your spellbook from the elements or water damage.

I have a Blessed Book that my character decided to write the most boring story ever into (think the Similarion Family trees) in mundane ink, and wrote all the spells over it in Arcane Mark. The idea I had was, if someone gets my spellbook, they will have to dispel the traps I put on it, and if they do, they also dispel all the spells in it and the book becomes worthless as it is an empty spellbook.

When you actually bother to care about spellbooks and spellbook mechanics, the wizard receives a gigantic balancing factor, and Cypher Script becomes and amazing feat.

Myself, I feel like any game style that basically ignores the weaknesses or restrictions put on spellbooks is the same kind of game that doesn't bother with an alignment restriction on clerics/monks/paladins/druids because it requires more work, doesn't make it not important.


master_marshmallow wrote:

Let's not forget that spellbooks make decent loot.

Alternate materials and protections are important for protecting your spellbook from the elements or water damage.

I have a Blessed Book that my character decided to write the most boring story ever into (think the Similarion Family trees) in mundane ink, and wrote all the spells over it in Arcane Mark. The idea I had was, if someone gets my spellbook, they will have to dispel the traps I put on it, and if they do, they also dispel all the spells in it and the book becomes worthless as it is an empty spellbook.

OTOH, if they take it, dispel your traps (and the spells) and then you catch them, kill them and get your book back, it's useless to you too.


thejeff wrote:
master_marshmallow wrote:

Let's not forget that spellbooks make decent loot.

Alternate materials and protections are important for protecting your spellbook from the elements or water damage.

I have a Blessed Book that my character decided to write the most boring story ever into (think the Similarion Family trees) in mundane ink, and wrote all the spells over it in Arcane Mark. The idea I had was, if someone gets my spellbook, they will have to dispel the traps I put on it, and if they do, they also dispel all the spells in it and the book becomes worthless as it is an empty spellbook.

OTOH, if they take it, dispel your traps (and the spells) and then you catch them, kill them and get your book back, it's useless to you too.

Not really, Blessed Book doesn't cost anything to rewrite my spells in, and I expect that if someone else gets my book, it means I'm dead.

Scarab Sages

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Spellbooks are a relic of the Vancian magic system and really have no value to the class beyond "That's they way it's always been in D&D."


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Back in the old 1e games I used to play in, wizards didn't get so many "free spells" just for leveling up, and couldn't just run out to the corner newsstand to buy scrolls for pennies. Pretty much the only way to get new spells was by copying another wizard's spellbooks.

This is often overlooked, but it was a MAJOR limiter on what wizards could do. Don't want to deal with simulacrum shenanigans? Make sure no NPC wizards have simulacrum in their spellbooks. Problem averted.

Maybe we were playing "wrong," but it sure made for a lot of fun when you found a new spell. Ransacking an enemy wizard's books was like opening presents on Christmas.


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I am a bit dismayed at the number of players who seem to never want anything bad to happen to their characters. In good epic story lines, characters have abyssal lows before reaching ultimate triumph.

When bad stuff happens...that's when the great opportunities for RP occur. It is at these dark times when you show your mettle and overcome in spite of odds and obstacles.

Spellbooks make for great story McGuffins. They can be a link to the history of your world (ancient books with long-forgotten spells). They are a reminder to the Wizard that great power comes with a price. They are one of the few things that hold real value to a character in the D&D world.

A wizard who has lost his spellbook is a great story waiting to happen.

Scarab Sages

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Democratus wrote:

I am a bit dismayed at the number of players who seem to never want anything bad to happen to their characters. In good epic story lines, characters have abyssal lows before reaching ultimate triumph.

When bad stuff happens...that's when the great opportunities for RP occur. It is at these dark times when you show your mettle and overcome in spite of odds and obstacles.

Spellbooks make for great story McGuffins. They can be a link to the history of your world (ancient books with long-forgotten spells). They are a reminder to the Wizard that great power comes with a price. They are one of the few things that hold real value to a character in the D&D world.

A wizard who has lost his spellbook is a great story waiting to happen.

It's a great story to read, but it's not a great story to play. You can create very compelling stories without screwing over your players by taking away all of their class abilities. Without a spellbook, a Wizard is a glorified commoner npc class. It isn't fun to play a commoner while everyone else is playing a PC class.

Shadow Lodge

Kirth Gersen wrote:
Back in the old 1e games I used to play in, wizards didn't get so many "free spells" just for leveling up

IIRC, you got a single "free" spell whever you gained access to a new spell level. So over the course of your career, you only got EIGHT "free" spells. And you had to roll to make sure you could learn it, otherwise you moved down the list to your next choice.

Other than that, a wizard mostly expanded their spell book by finding scrolls or other spellbooks.


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BillyGoat wrote:
1. Genre convention. Same reason that there are still dwarves, gnomes, and halflings.

Not sure what you mean here, you don't really see people who use spell books everyday outside of D20 games that I'm aware.

BillyGoat wrote:
2. World immersion. A wizard's game utility comes from his vast repertoire of spells. A library he doesn't have instant daily access to.

How does he not have daily access too it?

BillyGoat wrote:
If it were all "in his head", he'd be a sorcerer archetype, not a class. Therefore, he needs somewhere to put his spells that's not "in his head", to make him a wizard instead of a sorcerer. (See below for direct response on this topic)

There are several dozen other differences; class features, class skills, flavor, various school powers, and various bloodlines so I don't think this holds up.

BillyGoat wrote:
3. To create non-death risk for a sub-set of PCs. Actually, the whole group, since losing your wizard's spellbook is a major blow to the whole party. Assuming he only carries one (or they all get stolen).

That is my point, it isn't a risk really. If you use this you either A) have to give them another one/time to fix it or B) they aren't really a PC anymore.

Shadow Lodge

Imbicatus wrote:
It's a great story to read, but it's not a great story to play. You can create very compelling stories without screwing over your players by taking away all of their class abilities. Without a spellbook, a Wizard is a glorified commoner npc class. It isn't fun to play a commoner while everyone else is playing a PC class.

So essentially, you're advocating that the wizard's spellbook get metagame plot immunity. Should that apply to a witch's familiar? Can the witch simply toss her invulnerable cat at the BBEG and let it slowly whittle him down to unconciousness with scratches, without any risk to herself whatsoever? Does this metagame plot immunity also apply to a wizard's bonded object? Do the non-spellcaster classes get similar metagame plot immunity for any of their equipment?


Kthulhu wrote:
Imbicatus wrote:
It's a great story to read, but it's not a great story to play. You can create very compelling stories without screwing over your players by taking away all of their class abilities. Without a spellbook, a Wizard is a glorified commoner npc class. It isn't fun to play a commoner while everyone else is playing a PC class.
So essentially, you're advocating that the wizard's spellbook get metagame plot immunity. Should that apply to a witch's familiar? Can the witch simply toss her invulnerable cat at the BBEG and let it slowly whittle him down to unconciousness with scratches, without any risk to herself whatsoever? Does this metagame plot immunity also apply to a wizard's bonded object? Do the non-spellcaster classes get similar metagame plot immunity for any of their equipment?

As usual with such things, it falls into the "Don't be a Jerk" category. Or Detente, if you will. "I won't mess with your spellbook. You don't try to abuse that."

Metagame plot immunity goes poof if the player abuses it.

Nor, at least in my case would it be complete plot immunity. Just that if it's destroyed or lost, it's not going to be in a situation where you won't be able to recover or replace it. Without making you play a crippled character for very long.

Scarab Sages

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No, but with the exception of the witch, no other class is as crippled by the loss of any piece of equipment. And the familiar can easily just stay perched on the witches shoulder or in a backback and be safe from all harm unless the DM decides to specifically screw over the witch.

A fighter can pick up a chair leg and fight if his weapon is sundered. A cleric losing a holy symbol can replace it for a few gp, or start with a trait that lets them have it a birthmark. If a wizard chooses a ring or amulet as a boneded item, then it's very unlikely to be sundered unless the dm targets it using metagame info. Also, wizards don't need to choose a bonded item, so they are accepting some risk if they do.

But all wizards are forced to carry a spellbook with them and study it each morning to prepare spells. Spellbooks are not well suited to adventuring. You have to swim across a river? well sorry, your backpack isn't waterproof and your book is destroyed by water damage. Ambushed while studying your spells at camp? Paper is pretty flammable, a spark cantrip or slash damage from alchemist fire will destroy it.

And what does a wizard get for this Achilles' Heel? The chance to learn a wide breadth of spells. But in practice, a Sorcerer is just as effective in any situation and doesn't have any of these drawbacks. A well built druid can be just as an effective blaster/summoner/controller as a wizard and be a front-line melee combatant and have more hit points, better bab, and no crutch of a spellbook.

The wizard is hamstrung by the sacred cows of D&D. The game has evolved past the need for spellbooks as a limiting factor, but the wizard is stuck in the 1st edition mindset of 30 years ago because that is the way it has always been.

Grand Lodge

Imbicatus wrote:

No, but with the exception of the witch, no other class is as crippled by the loss of any piece of equipment. And the familiar can easily just stay perched on the witches shoulder or in a backback and be safe from all harm unless the DM decides to specifically screw over the witch.

The spellbook is a lot easier to protect than a familiar, if for no other reason than you don't have to worry about making provisions for it's breathing, eating, drinking, and.... the other thing. Quite frankly, I consider this paranoia about spellbook loss to be overblown, because quite frankly it's far more likely that your wizard will be killed outright before his book is stolen.


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You use them to keep your spells in.


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Honestly, I do not care for them. I think the class would be a bit more balanced if they had a set number per level and no need of the spellbook. If you want to use spellbooks, go the 4e route and divide spells into spells and rituals and make a spellbook a must for rituals.

Scarab Sages

LazarX wrote:
Imbicatus wrote:

No, but with the exception of the witch, no other class is as crippled by the loss of any piece of equipment. And the familiar can easily just stay perched on the witches shoulder or in a backback and be safe from all harm unless the DM decides to specifically screw over the witch.

The spellbook is a lot easier to protect than a familiar, if for no other reason than you don't have to worry about making provisions for it's breathing, eating, drinking, and.... the other thing. Quite frankly, I consider this paranoia about spellbook loss to be overblown, because quite frankly it's far more likely that your wizard will be killed outright before his book is stolen.

In most games it never happens, because most GMs don't target player items indiscriminately. If the entire party is imprisoned and everyone loses items that one thing, but I find the idea of making a multi-session story to recover a stolen or destroyed spellbook of a PC to be not fun for the player of the wizard.

But there are GMs who feel like a spellbook is fair game (usually the same ones who like making lose-lose alignment situations for paladins), and loosing access to spells cripples a wizard more than any other class.

Also, I find the entire premise of Vancian magic implausible. Outside of the Dying Earth series and D&D based games, how many wizards in the genre are limited to this kind of need to constantly read spellbooks? Gandalf, Harry Dresden, Alex Verus, even Harry Potter don't and I think they have more impact on the idea of wizard than the works of Jack Vance, but that's what were are stuck with because that's what Gygax and Arneson was reading when they made the game.

That said, I'm not suggesting to do away with spellbooks entirely, because like it or not, they are a sacred cow of the game. What I think should happen is a once a wizard prepares spells using a spellbook, they can cast that spell again without preparing it after 8 hours of rest, the book is only needed if changing prepared spells or learning a new spell.

Shadow Lodge

I think rituals (useable by any class) are a great idea. Were I in charge of Pathfinder 2E development, I'd basically move the overwhelming majority of non-combat related spells over to being rituals. Maybe have rituals work in a way akin to magic in Call of Cthulhu.


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Imbicatus wrote:
Democratus wrote:

I am a bit dismayed at the number of players who seem to never want anything bad to happen to their characters. In good epic story lines, characters have abyssal lows before reaching ultimate triumph.

When bad stuff happens...that's when the great opportunities for RP occur. It is at these dark times when you show your mettle and overcome in spite of odds and obstacles.

Spellbooks make for great story McGuffins. They can be a link to the history of your world (ancient books with long-forgotten spells). They are a reminder to the Wizard that great power comes with a price. They are one of the few things that hold real value to a character in the D&D world.

A wizard who has lost his spellbook is a great story waiting to happen.

It's a great story to read, but it's not a great story to play. You can create very compelling stories without screwing over your players by taking away all of their class abilities. Without a spellbook, a Wizard is a glorified commoner npc class. It isn't fun to play a commoner while everyone else is playing a PC class.

I disagree. Some of the best games I've ever played involved situations just like this. Whether you are having fun in a game is up to you as a player. Sometimes it is great to wield cosmic power and bend physics to your will. Sometimes it is a blast to play the character stripped of all his major powers (you will always have cantrips) and forced to survive on wits alone.

Fun gaming doesn't always depend on a character being a Mary Sue. It can be fun to play in extreme adverse conditions - making the eventual victory that much sweeter.

YMMV


Kthulhu wrote:
I think rituals (useable by any class) are a great idea. Were I in charge of Pathfinder 2E development, I'd basically move the overwhelming majority of non-combat related spells over to being rituals. Maybe have rituals work in a way akin to magic in Call of Cthulhu.

You mean drive you insane?

Shadow Lodge

thejeff wrote:
Kthulhu wrote:
I think rituals (useable by any class) are a great idea. Were I in charge of Pathfinder 2E development, I'd basically move the overwhelming majority of non-combat related spells over to being rituals. Maybe have rituals work in a way akin to magic in Call of Cthulhu.
You mean drive you insane?

Well, more of a "each ritual has a personal cost" type thing. Rituals that deal the one performing it ability damage or something along those lines.


Democratus wrote:
Imbicatus wrote:
Democratus wrote:

I am a bit dismayed at the number of players who seem to never want anything bad to happen to their characters. In good epic story lines, characters have abyssal lows before reaching ultimate triumph.

When bad stuff happens...that's when the great opportunities for RP occur. It is at these dark times when you show your mettle and overcome in spite of odds and obstacles.

Spellbooks make for great story McGuffins. They can be a link to the history of your world (ancient books with long-forgotten spells). They are a reminder to the Wizard that great power comes with a price. They are one of the few things that hold real value to a character in the D&D world.

A wizard who has lost his spellbook is a great story waiting to happen.

It's a great story to read, but it's not a great story to play. You can create very compelling stories without screwing over your players by taking away all of their class abilities. Without a spellbook, a Wizard is a glorified commoner npc class. It isn't fun to play a commoner while everyone else is playing a PC class.

I disagree. Some of the best games I've ever played involved situations just like this. Whether you are having fun in a game is up to you as a player. Sometimes it is great to wield cosmic power and bend physics to your will. Sometimes it is a blast to play the character stripped of all his major powers (you will always have cantrips) and forced to survive on wits alone.

Fun gaming doesn't always depend on a character being a Mary Sue. It can be fun to play in extreme adverse conditions - making the eventual victory that much sweeter.

YMMV

There's a long distance between being a Mary Sue and being a competent, equal member of the team. A 10th level wizard having to go through several days worth of adventuring relying on cantrips and a handful of scrolls and wands, while the rest of the group is at full strength is not going to be fun for most people.

An occasional escape from prison without any gear for anyone can be fun. Everyone is crippled. Your challenges will be dropped appropriately too.
A day or two playing a wizard who's lost his book, but starts with a full set of spells could be fun. A little bit of extra caution about using spells up, but still being able to contribute. As long as it doesn't last too long.

Scarab Sages

Kthulhu wrote:
thejeff wrote:
Kthulhu wrote:
I think rituals (useable by any class) are a great idea. Were I in charge of Pathfinder 2E development, I'd basically move the overwhelming majority of non-combat related spells over to being rituals. Maybe have rituals work in a way akin to magic in Call of Cthulhu.
You mean drive you insane?
Well, more of a "each ritual has a personal cost" type thing. Rituals that deal the one performing it ability damage or something along those lines.

That's one of the things I really liked about the Earthdawn game. In order to fully use any magic item, you had to complete rituals to bond to it, and most of those rituals required you to sacrifice a number of permanent hit points in order to unlock the extra abilities.


Imbicatus wrote:
A fighter can pick up a chair leg and fight if his weapon is sundered.

Lolwut.

A RAW fighter, without his favorite weapon loses all its properties and can't even penetrate DR, loses the use of a number of his class features and potentially half his feats, and essentially can't fight -- at least, not on a level that makes him anything other than a convenient snack for the next monster that comes alomg.

Don't get me wrong -- I'd like it if what you said was true, but the way the rules are currently written it's not.


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thejeff wrote:
There's a long distance between being a Mary Sue and being a competent, equal member of the team. A 10th level wizard having to go through several days worth of adventuring relying on cantrips and a handful of scrolls and wands, while the rest of the group is at full strength is not going to be fun for most people....

Again I disagree. Personal experience tells me otherwise. Perhaps if handled by a sub-par DM it could suffer. But I've run games for thousands of people and have very seldom had complaints. A good story is its own reward. So long as you have a great payoff, the "hobbled character" story line is a consistent hit.

Everyone always has the power to contribute equally to the game because they have the capacity to role play and enrich the story. Relative power in combat isn't a good measure of a player's ability to make a game session memorable and fun for all.

Grand Lodge

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Imbicatus wrote:
Also, I find the entire premise of Vancian magic implausible. Outside of the Dying Earth series and D&D based games, how many wizards in the genre are limited to this kind of need to constantly read spellbooks? Gandalf, Harry Dresden, Alex Verus, even Harry Potter don't and I think they have more impact on the idea of wizard than the works of Jack Vance, but that's what were are stuck with because that's what Gygax and Arneson was reading when they made the game.

In virtually every episode of "Charmed" the sisters are looking up spells in their mother's book to either solve a particular problem, or to vanguish the Demon of the Week. You even see some of that on Buffy and Angel. And spellbooks are a major part of medieval magic iconography. And Doctor Strange has a whole library worth of spellbooks.

We can both dig up anecdotal arguments if you like, but I'm not interested in prolonging another needless internet debate. While spellbooks are associated with Vancian magic, it's important to note that as iconic themes they predate Vancian magic by at least a millenium.

You've made your position clear, you don't like the spellbook mechanic. That's jim dandy fine. Others have done the same, both sides to the point where there's nothing further to contribute to the discussion.

Scarab Sages

Kirth Gersen wrote:
Imbicatus wrote:
A fighter can pick up a chair leg and fight if his weapon is sundered.

Lolwut.

A RAW fighter, without his favorite weapon loses all its properties and can't even penetrate DR, loses the use of a number of his class features and potentially half his feats, and essentially can't fight -- at least, not on a level that makes him anything other than a convenient snack for the next monster that comes alomg.

Don't get me wrong -- I'd like it if what you said was true, but the way the rules are currently written it's not.

It depends on how you build your fighter. Improvised weapon mastery is a single feat and goes along way. If you don't foucs on specialization in a single weapon, it becomes easier to carry backups if your main weapon gets sundered. A brawler can be deadly even if completely unarmed.

Just because most builds are dependent on a single weapon doesn't mean they all are.

Shadow Lodge

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Targeting the Will save of a fighter is actively encouraged.
Throwing the paladin into a situation where he's almost certain to fall is tolerated.
Inconveniencing the wizurd is something only a horri-bad tryant GM would even remotely consider.

Scarab Sages

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Kthulhu wrote:

Targeting the Will save of a fighter is actively encouraged.

Throwing the paladin into a situation where he's almost certain to fall is tolerated.
Inconveniencing the wizurd is something only a horri-bad tryant GM would even remotely consider.

Just to note, I find lose-lose alignment situations targeting a paladin to be just as bad for a game as targeting a wizard's spell book.

Targeting a low will save isn't bad at all. It's a temporary effect, there are feats and stat choices that can mitigate it, and every character (Except for some monks) have a hole in some defense - either will, fort, reflex, ac, or simple low HP.

It's a trope of the genre that wizards should have spell books, so they are in the game. But I don't feel that it's fair to loose all magic except cantrips and school powers if you can't read it each morning.

As I said before, my solution is to use spell books for changing prepared spells. But once a spell is prepared you can use it each day without preparing it again. You can keep you spell library at home to change your spells vs the demon of the week. But once you cast a spell, you don't forget it, but you can't cast it again until your body recovers from the stress of channeling the energy by resting. It lets wizards not be crippled by the loss of a spellbook while not stepping on the toes of the sorcerer.

Grand Lodge

Democratus wrote:

I am a bit dismayed at the number of players who seem to never want anything bad to happen to their characters. In good epic story lines, characters have abyssal lows before reaching ultimate triumph.

The way I see it it's more of an issue of players wanting to control the story. They don't want to find a gate to another world, they want spells that they can use when they want to to go back and forth, simmilarly without being dependent on spellbooks, they don't want control of their magic to be subject to the GM.


Imbicatus wrote:
Kthulhu wrote:

Targeting the Will save of a fighter is actively encouraged.

Throwing the paladin into a situation where he's almost certain to fall is tolerated.
Inconveniencing the wizurd is something only a horri-bad tryant GM would even remotely consider.

Just to note, I find lose-lose alignment situations targeting a paladin to be just as bad for a game as targeting a wizard's spell book.

Targeting a low will save isn't bad at all. It's a temporary effect, there are feats and stat choices that can mitigate it, and every character (Except for some monks) have a hole in some defense - either will, fort, reflex, ac, or simple low HP.

It's a trope of the genre that wizards should have spell books, so they are in the game. But I don't feel that it's fair to loose all magic except cantrips and school powers if you can't read it each morning.

As I said before, my solution is to use spell books for changing prepared spells. But once a spell is prepared you can use it each day without preparing it again. You can keep you spell library at home to change your spells vs the demon of the week. But once you cast a spell, you don't forget it, but you can't cast it again until your body recovers from the stress of channeling the energy by resting. It lets wizards not be crippled by the loss of a spellbook while not stepping on the toes of the sorcerer.

That's not a bad approach.

I think I suggested earlier a sort of "spellbook of the mind", where you learn spells so you don't need an actual physical book to prepare them from, but you still need to prepare spells. Knowing a spell is different from having it prepared.
Ideally, I'd want to work in some justification for keeping the costs of learning new spells.


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Almost everyone agrees that Wizards are super-powerful, and arguably the most powerful class in the game. This is close to the truth: they have access to the most spells, can know the most spells, and their spell list includes some of the most powerful spells.

Part of the balance, and part of the responsibilities of the class, is protecting the spell-book. When reading most of the wizard guides I have seen, all of the spell-book protecting spells are ranked as orange or lower. Why? Because it is not likely that you will have a GM target the spell-book.

Some players want wizards to be invulnerable, to be all positives and no negatives. Any intelligent foe will understand the power of a spell-book, and so they should order their minions to try to steal it, destroy it etc. And intelligent wizard will understand the vulnerability of a spell-book, and make sure that it stays safe.

The main problem comes from people wanting the game to be something that it is not :)

Scarab Sages

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John Kerpan wrote:


Part of the balance, and part of the responsibilities of the class, is protecting the spell-book.

I disagree. A Sorcerer, Druid, Cleric, and Oracle can all match or surpass the wizard in terms of spell power without needing to protect the spellbook to balance them. Granted a wizard can learn more spells than the sorcerer, but the sorcerer casts more per day. Clerics, Druids, and Oracle can have spells from the wizard list through domains or mysteries and have options that no wizard ever will.

Wizard versatility almost never comes in to play in a game because of the lead time needed to prepare spells when you don't necessarily know what you will be facing. If you do know what you will be facing, you do have an advantage, but that advantage does not require loosing access to all spells as a balancing mechanic when other classes can warp the fabric of time and space as well as the wizard without that limitation.


It depends a lot on the game you're in. Some GMs will never target spellbooks, bonded items, or component pouches, and will even tell the players so up front. In those games, those items really exist only in a quantum mechanics sort of way--they appear real until you start looking closely at them. In all other games, precautions are necessary.

In my game, I have implemented a homebrew house rule re: wizards' spells and spellbooks. A wizard knows all the spells in his spellbook, regardless of whether it is in his possession or not. A wizard's mind doesn't forget a spell once cast, because that is not how casting works. The spells are mostly cast during spell preparation and finished with a few words and gestures when needed. However, casting spells from memory takes far longer than casting from a book. Rather than taking a total of an hour in spell preparation, it takes either two hours or 15 minutes per spell level, whichever is more.

Also (in my game), as wizards do know all the spells they have learned, it is possible to rewrite a spellbook from memory, but it takes a while and every copy costs just as much as the original.

Grand Lodge

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Imbicatus wrote:
Wizard versatility almost never comes in to play in a game because of the lead time needed to prepare spells when you don't necessarily know what you will be facing.

In your games, you mean.


Wizard power relative to sorcerors, or even very well optimized martials isn't so much an in-combat thing. It is OUTSIDE of combat where the versatility of the wizard with a large spellbook is sovereign. You see, wizards, and to a slightly lesser extent, clerics, have a huge list of things they can do to drive your 'narrative' that requires almost no cooperation from the GM for them to execute. Yes, you can attempt to use skills or the like as a rogue to try to achieve similar results, but those skills inherently require a lot more give and take with the GM than do spells. In games I run, fighters fairly quickly start gaining massive bonuses to leadership, administration, and warfare, while rogues gain massive bonuses to what would be called 'human intelligence' and trade. Both gain moderately large bonuses in the other's spheres, as they're '2nd best' in those areas (most other classes are 3rd, 4th, or 5th rate). Neither system is based on feats, skills, or attributes, but rather class abilities. At this point in PF's game maturity, adding anything new ought to be done via class abilities. Just decide who OUGHT to be good at it for whatever gamist, simulationist, or narrativist reasons you like and assign 1st, 2nd, 3rd, 4th, and 5th rate capabilities at various levels accordingly.

Scarab Sages

TriOmegaZero wrote:
Imbicatus wrote:
Wizard versatility almost never comes in to play in a game because of the lead time needed to prepare spells when you don't necessarily know what you will be facing.
In your games, you mean.

And even if you DO reliably know what you are facing, that advantage isn't worth the penalty of loosing access to all spellcasting if your book is gone when balanced vs other spellcasing classes.

RPG Superstar Season 9 Top 16

There's a lot of roleplay potential in spellbooks, too. A spellbook says a lot about a wizard. My magus likes to doodle little pictures illustrating the use of his spells.


Imbicatus wrote:
TriOmegaZero wrote:
Imbicatus wrote:
Wizard versatility almost never comes in to play in a game because of the lead time needed to prepare spells when you don't necessarily know what you will be facing.
In your games, you mean.
And even if you DO reliably know what you are facing, that advantage isn't worth the penalty of loosing access to all spellcasting if your book is gone when balanced vs other spellcasing classes.

OTOH, it's not an instant loss. You can keep backup copies. There are ways of making it harder to get to or damage. Unless you're not prepared or your GM is really being a jerk about it, it's not going to be a common thing.

Grand Lodge

Imbicatus wrote:
And even if you DO reliably know what you are facing, that advantage isn't worth the penalty of loosing access to all spellcasting if your book is gone when balanced vs other spellcasing classes.

In your opinion.

Grand Lodge

thejeff wrote:
Imbicatus wrote:
TriOmegaZero wrote:
Imbicatus wrote:
Wizard versatility almost never comes in to play in a game because of the lead time needed to prepare spells when you don't necessarily know what you will be facing.
In your games, you mean.
And even if you DO reliably know what you are facing, that advantage isn't worth the penalty of loosing access to all spellcasting if your book is gone when balanced vs other spellcasing classes.
OTOH, it's not an instant loss. You can keep backup copies. There are ways of making it harder to get to or damage. Unless you're not prepared or your GM is really being a jerk about it, it's not going to be a common thing.

I've never lost a spellbook unless I've lost the character as well.

Scarab Sages

TriOmegaZero wrote:
Imbicatus wrote:
And even if you DO reliably know what you are facing, that advantage isn't worth the penalty of loosing access to all spellcasting if your book is gone when balanced vs other spellcasing classes.
In your opinion.

Then explain to me in your opinion what exactly the wizard can do that a sorcerer/druid/cleric/oracle can't that warrants the extra balancing mechanic of access to a spellbook in order to prepare spells each day.


LazarX,
I've lost a spellbook or two. But I had backup copies and reciprocal prearrangements with other wizards, so it wasn't all that huge of a deal. It was akin to the temporary issue where a fighter loses a weapon to a rust monster or the like (he too, kept backup weapons, some of them cached a fair journey away, and had his own prearrangements).

Is the incredible hostility towards this sort of thing a generational issue? Or is it that most of you have experience almost exclusively with capital-G gamists (where you get the book back only after you've had to suffer the requisite amount of time regardless of your preparations, akin to the GM exercising a Champions-style disadvantage?) or capital-N Narrativists (where you get the book back only once that section of the narrative is done?)?


EWHM wrote:
In games I run, fighters fairly quickly start gaining massive bonuses to leadership, administration, and warfare, while rogues gain massive bonuses to what would be called 'human intelligence' and trade. Both gain moderately large bonuses in the other's spheres, as they're '2nd best' in those areas (most other classes are 3rd, 4th, or 5th rate). Neither system is based on feats, skills, or attributes, but rather class abilities.

Would you be willing to share these mechanics? I've long been arguing for something similar, and given the typical reaction to my "heretical" proposals, I certainly never expected to find someone else who had actually thought to put something similar down on paper.

Grand Lodge

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Imbicatus wrote:
Then explain to me in your opinion what exactly the wizard can do that a sorcerer/druid/cleric/oracle can't that warrants the extra balancing mechanic of access to a spellbook in order to prepare spells each day.

With an attitude like that, why should I bother? You've just been dumping your opinion all over this thread about how pointless spellbooks are. I doubt you'd even listen to an honest argument.

The Exchange

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dunelord3001 wrote:
Any other gear you can destroy/damage/whatever and a PC can muddle through with a different one. Weapons can be replaced with less cool ones, holy symbols can be made on the fly if the party puts there mind to it, most games isn't too hard to find some type of armor to fit a PC, the list goes on. Burn a spell book and it comes to a grinding halt.

Although you make a good point, Dunelord, I'm taking a different lesson away from it than you do. You're saying the spellbook is a dangerous vulnerability to the wizard and should be written out of the game so the wizard can live without fear. I'm hearing any wizard worth his Intelligence score should make a duplicate the instant he can afford it, hide it with all the ingenuity he possesses, and above all, carry a scroll of 'instant summons'.

What's the point of having a 20 Intelligence but not having foresight enough to make a contingency plan?

Scarab Sages

EWHM wrote:


Is the incredible hostility towards this sort of thing a generational issue? Or is it that most of you have experience almost exclusively with capital-G gamists (where you get the book back only after you've had to suffer the requisite amount of time regardless of your preparations, akin to the GM exercising a Champions-style disadvantage?) or capital-N Narrativists (where you get the book back only once that section of the narrative is done?)?

I've peen playing since 1st edition in the 80s. In that time I have played at MANY different tables running many different systems. I've had incredible games and terrible games. Most of the terrible games I've had the misfortune of playing in were with railroading GMs who use Narrative as an excuse to screw over players. Forcing Paladins in to a Fall or Die situation, or destroying a mages spellbook at 8th level and then give a spell book with Color Spray, Sleep, and Knock in it as a repalcement. Or GMs who believe in random treasure rolls and no magic shops, so they give the fighter a +3 awl pike to punish them for specializing in longswords.

Most of these are the exception rather than the rule, but my point is if the rule exists, then there is a GM somewhere who is going to use it as an excuse to be a jerk to a player, and there is no mechanical reason to retain the limitation when compared to other spellcasters.

Grand Lodge

EWHM wrote:

LazarX,

I've lost a spellbook or two. But I had backup copies and reciprocal prearrangements with other wizards, so it wasn't all that huge of a deal. It was akin to the temporary issue where a fighter loses a weapon to a rust monster or the like (he too, kept backup weapons, some of them cached a fair journey away, and had his own prearrangements).

Is the incredible hostility towards this sort of thing a generational issue? Or is it that most of you have experience almost exclusively with capital-G gamists (where you get the book back only after you've had to suffer the requisite amount of time regardless of your preparations, akin to the GM exercising a Champions-style disadvantage?) or capital-N Narrativists (where you get the book back only once that section of the narrative is done?)?

I'd say that there was hostility even back in the days of Gygax and Arneson, but the current generation has made it much more vocal. This generation has grown up to different expectations, among them being less willing to cede control of much of the game to the gamemaster.


Atarlost wrote:
There's basically no point except to give bad GMs an excuse to be dicks to their players. Same as the Paladin code or any other completely boolean way to remove a class's abilities.

lol so, tell me: what in the whole world is a bad GM?

Raw is bad
Rai is bad
other rule are wrong...

Its for game flavor and the players accept that state and kind of play at the very momment they pick those classes up!!

-do not know, im just saying

Scarab Sages

TriOmegaZero wrote:
Imbicatus wrote:
Then explain to me in your opinion what exactly the wizard can do that a sorcerer/druid/cleric/oracle can't that warrants the extra balancing mechanic of access to a spellbook in order to prepare spells each day.
With an attitude like that, why should I bother? You've just been dumping your opinion all over this thread about how pointless spellbooks are. I doubt you'd even listen to an honest argument.

I'm not saying they are pointless. I am saying the mechanics for using them are too severe. I've offered a suggestion as a compromise on how to use them that is not crippling, and I would really like to know what advantage preparing spells give a wizard has that a well built druid or cleric doesn't have as well. I admit, I went into a tanget on Vancian magic in general, but that is a core of the game and isn't going anywhere.

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