Seriously now, how do you fix martial / caster disparity and still have the same game?


Homebrew and House Rules

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Class features with less to no prerequisites (like sneak attack hampered for being precision based), binary outcomes ("yes/no", not swingy DCs), not being a feat (which means that only those with levels in said class may benefit from this) for common non-combat situations (hazardous natural obstacles, foul tempered NPCs, etc.) for each major level tiers (like being plain immune to hellfire at levels 17+). Even better if not duplicable by spells.


Mellok wrote:

Just to throw my two cents of what I do in my games which I am sure will get washed in the mix.

1)I limit character creation to stats to be 18 after racial modifiers On a 20 point and 16 on a 15 point. Helps limit the range that characters can end up at making it easier to balance encounters for me as a GM. I also control what items drop so as to not give one character access to breaking the DC/to hit table.

2)All spells must be picked at the start of the day. This tends to drive people more to spontaneous casting classes.

3)Outside of an Inn or guarded stronghold it can be difficult to get a full 8 hours rest and an hour for study. I do not hand wave the uninterrupted rest or study time requirements as they are there to show the weaknesses of 9 level casters. Often there are many creatures that only come out at night, or someone must be caught as soon as possible so there is no time to rest, sooooo . . . . you are going to take a nap in this room to regain your spells because you do not want to open the door for fear of what is on the other side? *Monsters open the door*

4) No daze meta-magic, just no.

5) As the levels increase so do the number of monsters that are immune to many of the godwizard spells or highly resistant to spells and or specific elements. The general thought process is that anything that isn't at least a little resistant to wizard spells has already been killed off by CR 14 if they are considered dangerous.

6) Not all spells are created equal and there for should not be equally available. I tend to restrict the free spells for leveling to just the core spells. That way if they want a specific spell they need to find someone who knows it and convince them to teach it to them, and wizards do not like to share power. Sorcerers need to declare what they are practicing and need to at least see a spell being cast and make the spell-craft check to learn it, unless it is core which is considered common knowledge. They can research a new spell if they spend the time and...

#2 - Did I miss where wizards are allowed to just rest and then go about the day with open spell slots, and as a need arises pick them? I thought that was only possible via your bonded item 1x per day.

A lot of goodness in all of that though. #3 classic old school AD&D gaming. "we spike the door and pull guard duty so the 3rd level wizard can get his 2 MM and 1 Melfs Acid Arrow spells back. Plus he'll be back up to his full 7 HPs tomorrow".

Scarab Sages

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From the CRB, Magic > Arcane Magic:

"When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. "


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GM 1990 wrote:
#2 - Did I miss where wizards are allowed to just rest and then go about the day with open spell slots, and as a need arises pick them? I thought that was only possible via your bonded item 1x per day.

Yes, you did.

Quote:

Spell Selection and Preparation

Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

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GM 1990 wrote:
Aelryinth wrote:
GM 1990 wrote:
Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

The note about magic jar sent me digging through the CRB and bestiary and just made me wonder - is this really happening "a lot" in actual game play. Once in a while is one thing, my point has been GMs should set conditions for everyone to shine and the rules already give a lot of leeway to GMs to control this. Once in a while setting up a combat that allows a caster to just dominate the action by doing this would be cool for that player. But are situations like this happening consistently at gaming tables and that's one of the things driving this martial vs caster disparity discussion (at least regarding during combat)?

Will saves for 7-9 CR mobs can run from to 5 Dracolisk to 12 Vampire and a 5th level Magic Jar spell probably looking at save DC of 19 to 22? So 50% chance the vampire fails but also, its a standard action to cast Magic Jar, its then a full

...

Recast the spell. Extend the spell.

Keep your body in storage back home and have the gem-Jar carried by someone in the party you trust, if need be. Or in stasis in a bag of holding. If your familiar can talk and has hands, it's a viable second target in emergencies.

Most PF buff spells are straight buffs, regardless of the body you are in. So working off some of the already high stats, a Mage can get monstrously strong. ANd high stats easily sub for BAB in a fight...it's all about hitting and doing damage, after all, and high Str lets you do that in spades. Giving them more attacks and better ability to hit with a high BAB is a bad idea.

Seriously, look at something like Form of the Dragon. Realize that if you are possessing a Large Fire Giant, the bonuses from the spell still technically stack on top, because Fire Giants don't have Size bonuses in their stat block. So on top of your str 31 you gain +4 more, ANOTHER +4 in Nat Armor on top of what you have...and 5 natural attacks to replace using an axe!!!

Str 35, 3/4 BAB, 5 attacks...he'll make your melee toons look like posers.

==Aelryinth


Aelryinth wrote:
Giving them more attacks and better ability to hit with a high BAB is a bad idea.

With unchained action economy, they wouldn't get more attacks.

The to-hit is better, but that is mainly so casual players won't have to cheese to use ray spells.

NOTE: Polymorphing as a non small or medium creature changes how stats are changed via miscellaneous table 34543645.


Unchained action economy has its own issues, mainly that its really rough on characters that use swift action buffs (Cavaliers/Paladins, Magi, etc).


Arachnofiend wrote:
Unchained action economy has its own issues, mainly that its really rough on characters that use swift action buffs (Cavaliers/Paladins, Magi, etc).

Sort'of, you do get the option of multiple swift actions.

Magi -> enhance weapon, hasted assault, move in range, attack
Next round -> Arcane accuracy, Spell combat, attack, attack


Rhedyn wrote:
M1k31 wrote:
Rhedyn wrote:

Some possible solutions

...
6. No such thing as flat-footed (dex denied) or touch AC. Whenever a foe would be considered dex-denied instead just add +5 to the attack roll.
7. 3/4th BAB is the minimum
...
There that would go a long way to bring C/M closer to where I want it.
Could you explain how these two help? The first seems like a serious detriment to rogues while with the second I don't know what you intended.

Martials have higher AC than casters but that AC is irrelevant if casters only target touch AC. Casters then receive a buff to compensate. 3/4 bab + main stat is equivalent to crb rogue garbage tier to-hit. It's enough so their attack roll spells aren't worthless, but still leaves them worse in melee than an eldritch Knight.

Not all foes have 20 or more Dex. It ends up being a buff for the rogue.

How does that work though? Typical rogue targets are going to be small and easy to kill... and the flatfooted condition is the one that enables sneak attacks... most opponents in my games haven't exactly been heavily armored.


Orthos wrote:
GM 1990 wrote:
#2 - Did I miss where wizards are allowed to just rest and then go about the day with open spell slots, and as a need arises pick them? I thought that was only possible via your bonded item 1x per day.

Yes, you did.

Quote:

Spell Selection and Preparation

Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Was looking CRB - it makes sense though. Similar to just resting and deciding to not even study your spell book until later in the day.

A couple recommendations then to curb abuse.
In combat, enforce the 15 minute "at least" prep time requirement is enforced (as well as components as appropriate).
For utility spells like fly or such to get over a chasm the party didn't know about, assuming you can wait the 15 minutes this wouldn't appear game breaking. Maybe an annoyance, and certainly a problem for the group if time is of essence and they don't have the 15mins (or longer) to wait.

What have people seen a caster do to get around that part of the rule?

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Rhedyn wrote:
Aelryinth wrote:
Giving them more attacks and better ability to hit with a high BAB is a bad idea.

With unchained action economy, they wouldn't get more attacks.

The to-hit is better, but that is mainly so casual players won't have to cheese to use ray spells.

NOTE: Polymorphing as a non small or medium creature changes how stats are changed via miscellaneous table 34543645.

Mmm. Form of the Dragon 1 lets you change into a Medium Dragon, yet STILL grants a +4 size bonus to strength, even though it assumes you are already Medium to begin with.

meaning the bonus doesn't stack if you actually gain a size, but if you don't have a Size bonus defined and active, it will still apply, even if you don't actually gain a size.

they get more attacks by morphing into Forms with more natural attacks, like Form of the Dragon, carrying their enhanced stats along with them. It's part of the spell to get 5 attacks.

NOT by using the all the base attacks of their new body, which magic jar doesn't allow.

It's counter-intuitive, but otherwise, a Small Character would receive a bigger stat buff from the spell then a Medium character would (i.e. their Form would be stronger!)

===Aelryinth


Aelryinth wrote:
GM 1990 wrote:
Aelryinth wrote:
GM 1990 wrote:
Rhedyn wrote:
Arachnofiend wrote:
You're right that changing the way flat-footed works helps Rogues since monsters that rely on dexterity more than natural armor are pretty rare, but I don't think you understand what giving arcane casters 3/4 BAB would do. The Rogue has garbage to-hit because she has nothing to boost her attack past that mediocre BAB; the wizard, on the other hand, is capable of polymorphing for huge main-stat gains. All you did was make it so that the same problem we already have with clerics (being a perfectly acceptable martial if she wants to be, robbing the Fighter of that niche) now applies to wizards.

Crb rogue to-hit is still bad even with caster buffs.

I think the fighter ends up better off on that trade. Sure a wizard could pull off some decent melee, but the fighter's main advantage of AC still matters. It's not like it's impossible for wizards to out melee fighters right now. Magic jar a nice body then polymorph = better to-hit and damage than the fighter.

Magic is all sorts of busted, but punishing the fighter for it seems wrong.

The note about magic jar sent me digging through the CRB and bestiary and just made me wonder - is this really happening "a lot" in actual game play. Once in a while is one thing, my point has been GMs should set conditions for everyone to shine and the rules already give a lot of leeway to GMs to control this. Once in a while setting up a combat that allows a caster to just dominate the action by doing this would be cool for that player. But are situations like this happening consistently at gaming tables and that's one of the things driving this martial vs caster disparity discussion (at least regarding during combat)?

Will saves for 7-9 CR mobs can run from to 5 Dracolisk to 12 Vampire and a 5th level Magic Jar spell probably looking at save DC of 19 to 22? So 50% chance the vampire fails but also, its a standard action to cast

...

Recast and extend would still have some resolution.

Could a GM keep this in check by:
1. Extend is still not forever, so you will have to recast.

2. Recast is a standard action, followed by possession as a full round. The monster is free to act and gets a new save (its a new casting). Logically, if someone had possessed you you're first action is going to be to try killing them. At some point if you're really possessing something that'll make your groups martial's look like chumps that "something" is going to rip your head off when it makes its save.

3. You're still tethered to the 100ft +10/lvl when the spell ends. So you can't store your body back home without being at extreme risk of death. Including the requirement to be back in your body to recast.

4. The enemies realizing that their buddy "Fred" is now under some kind of mind control, decide to attack him (not the party martials who are not as dangerous). a couple rounds and the encounter is back on track with the rest of the fire giants (pick a mob) now focused on the caster and the groups fighters.

5. The local militia/ruler etc don't like a group walking into town with a fire-giant in tow and arrest him or don't allow him in town, etc. Potentially creating that 100ft+10/lvl problem between the caster, the gem, and the host?

Anyone seen this done in game? Did it work or was caster able to consistently do a work around? I ask about consistently, because if they get it to work just a few times that may not be game breaking to the point of re-writing feats for martials to give the fighter his day in combat again.

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taking over a low Will save enemy generally isn't a problem. Giant-kind, in particular, are easy targets.

The problem is more that it is subject to abuse, and we don't want it for an option, not that it is 'common'.

If your ride dies, get another ride. You've thinned the enemy, saved damage inflicted on the party, out performed the party fighter, and now, you can do it again with a new victim for the duration of the spell! i.e. it's like having a reusable Dominate Monster spell, only more effective!

==Aelryinth


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GM 1990 wrote:
What have people seen a caster do to get around that part of the rule?

Quick Study

GM 1990, you seem to be missing a fundamental part of the disparity. A GM can compensate with a variety of tricks to prevent the casters from trivializing encounters, the same way he could compensate for half the PC's being 5 levels lower, or commoners, or having a 5 point buy, or whatever. Yes, a GM could compensate for these things. The problem is the number of things that need to be compensated for, in order for some of the players not to feel like sidekicks or waterboys. If a GM is required to throw in all these time pressures, social consequences, limited magic item economy, etc. etc. for the game to function, it limits the adventuring options considerably. If these things are limiting a PCs power, the player is going to take steps to get around these things, or avoid areas where they are present. If they continue to pop up, even when it is not logical, fun will suffer. Also the other players are going to quickly notice that the caster is just a more valuable team member, and it is going to be a problem.


Fergie wrote:
GM 1990 wrote:
What have people seen a caster do to get around that part of the rule?

Quick Study

GM 1990, you seem to be missing a fundamental part of the disparity. A GM can compensate with a variety of tricks to prevent the casters from trivializing encounters, the same way he could compensate for half the PC's being 5 levels lower, or commoners, or having a 5 point buy, or whatever. Yes, a GM could compensate for these things. The problem is the number of things that need to be compensated for, in order for some of the players not to feel like sidekicks or waterboys. If a GM is required to throw in all these time pressures, social consequences, limited magic item economy, etc. etc. for the game to function, it limits the adventuring options considerably. If these things are limiting a PCs power, the player is going to take steps to get around these things, or avoid areas where they are present. If they continue to pop up, even when it is not logical, fun will suffer. Also the other players are going to quickly notice that the caster is just a more valuable team member, and it is going to be a problem.

Just looking for some specific examples so there could be objective discussion about it. I agree if players are feeling like sidekicks and waterboys, that something should change. But there are a lot of possible reasons, objective reasons and examples are a lot easier to have discussions about solutions. With over 1000 posts on the topic, there should probably enough specific examples of games where it was this bad, that we can have a logical discussion about them. But not much discussion on those specific cases, mostly a lot of passionate dialogue - not disputing its how people feel, but if they want to feel better as a martial player I'd rather discuss the actual situations they've seen and work through how a GM can handle that situation at their table.

I play and GM, so when I'm looking at the rules and spell descriptions and having trouble visualizing how it could be used to the point that fighters/martials are sidekicks I'm interested in the specific cases where this happens. Those specific cases (and frequency) are the best way to try to develop solutions to the root of the problem, otherwise theres a good chance solutions go for the symptom.

I don't think in game consequences, time pressures, and such are excessive or having the player follow the requirements listed in the books already. If I needed to recalc a bunch of martial feats/skills and other possible solutions to let them do more damage that would be work as well. But I'd prefer to avoid that if the real problem is a player not the mechanics. that's why I started asking specifics and proposing possible solutions that are already provided for in the rules and within the GM's ability.


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GM 1990 wrote:
I don't think in game consequences, time pressures, and such are excessive or having the player follow the requirements listed in the books already. If I needed to recalc a bunch of martial feats/skills and other possible solutions to let them do more damage that would be work as well. But I'd prefer to avoid that if the real problem is a player not the mechanics. that's why I started asking specifics and proposing possible solutions that are already provided for in the rules and within the GM's ability.

Again, you seem to be missing the entire point of the caster martial disparity. THIS IS NOT ABOUT MARTIAL CHARACTERS NEEDING TO DO MORE DAMAGE. This is about casters having more overall power and options in almost all aspects of adventuring. Also, in game consequences, time pressures, and such, are temporary band-aids that only work in limited circumstances, and often punish the martial characters just as much (if not more) then the casters.

There are fundamental imbalances in the game - casters crafting themselves items well over their suggested Weath By Level. Casters adding powerful additional party members thru summoning, planar ally/binding, domination, undead creation, simulacrum. Casters bypassing HP/AC entirely with powerful save-or-suck spells such as blindness that essentially end combats in a swift action with quicken spell. Casters can move themselves and later the whole party into or out of danger with only a single word.

If you have good fixes for these problems though encounter design, I would be all ears. But keep in mind that at the levels these things become problems (usually above 10th level) the party will often be traveling hundreds of miles to isolated places, or even traveling to different planes and times. Casters will also have access to scrolls, wands, potions, staves, wondrous items, and even the spells of summoned, bound, or dominated minions, and will be able to go dozens or even over 100 rounds without running out of useful spells to cast/items to use.

PS If you want to see how martial power compares with caster power in Pathfinder, spend some time looking at how dragons are designed. Dragons have BAB equal to hit dice, (like a fighter), logically , they should have caster level equal to HD (like a caster) as well...


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Fergie wrote:

Again, you seem to be missing the entire point of the caster martial disparity. THIS IS NOT ABOUT MARTIAL CHARACTERS NEEDING TO DO MORE DAMAGE. This is about casters having more overall power and options in almost all aspects of adventuring. Also, in game consequences, time pressures, and such, are temporary band-aids that only work in limited circumstances, and often punish the martial characters just as much (if not more) then the casters.

There are fundamental imbalances in the game - casters crafting themselves items well over their suggested Weath By Level. Casters adding powerful additional party members thru summoning, planar ally/binding, domination, undead creation, simulacrum. Casters bypassing HP/AC entirely with powerful save-or-suck spells such as blindness that essentially end combats in a swift action with quicken spell. Casters can move themselves and later the whole party into or out of danger with only a single word.

I cannot hit the favorite button hard enough for this.

This is not about doing damage. At all. Period. Please stop addressing that. (with the minor exception of a desire by many martials to do things like attack an area, attack at range, full move and attack, etc.)

There are, surprisingly, other things that characters do in game. Casters are good at most if not all of them. Martials are usually very bad to not able at all to do these things.


Everything probably does too much damage tvh. Bring able to get 1000+ DPR at level 20 is nonsense.


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Fergie wrote:
GM 1990 wrote:
I don't think in game consequences, time pressures, and such are excessive or having the player follow the requirements listed in the books already. If I needed to recalc a bunch of martial feats/skills and other possible solutions to let them do more damage that would be work as well. But I'd prefer to avoid that if the real problem is a player not the mechanics. that's why I started asking specifics and proposing possible solutions that are already provided for in the rules and within the GM's ability.

Again, you seem to be missing the entire point of the caster martial disparity. THIS IS NOT ABOUT MARTIAL CHARACTERS NEEDING TO DO MORE DAMAGE. This is about casters having more overall power and options in almost all aspects of adventuring. Also, in game consequences, time pressures, and such, are temporary band-aids that only work in limited circumstances, and often punish the martial characters just as much (if not more) then the casters.

There are fundamental imbalances in the game - casters crafting themselves items well over their suggested Weath By Level. Casters adding powerful additional party members thru summoning, planar ally/binding, domination, undead creation, simulacrum. Casters bypassing HP/AC entirely with powerful save-or-suck spells such as blindness that essentially end combats in a swift action with quicken spell. Casters can move themselves and later the whole party into or out of danger with only a single word.

If you have good fixes for these problems though encounter design, I would be all ears. But keep in mind that at the levels these things become problems (usually above 10th level) the party will often be traveling hundreds of miles to isolated places, or even traveling to different planes and times. Casters will also have access to scrolls, wands, potions, staves, wondrous items, and even the spells of summoned, bound, or dominated minions, and will be able to go dozens or even over 100 rounds without running out of useful spells to...

And in addition to all this, there is the fact that magic completely dominates every other method of performing almost all out-of-combat actions, whereas most fully-martial characters are extremely limited on skills that allow these things to be done (and even if they weren't, magic easily makes them unnecessary after the earliest levels).

Scarab Sages

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"Orthos wrote:
And in addition to all this, there is the fact that magic completely dominates every other method of performing almost all out-of-combat actions, whereas most fully-martial characters are extremely limited on skills that allow these things to be done (and even if they weren't, magic easily makes them unnecessary after the earliest levels).

This kind of ties back to a lot of the old Rogue issues, where you had classes like the Alchemist, Bard, Inquisitor, Summoner, and even Magus who could not only do everything the Rogue could do, sometimes they could do it in the exact same way, only better. It's one thing when the wizard teleports to the other side of the room the medusa is guarding while you sneal across, another when the magus taps you on the shoulder as he passes by you moving at full speed with a higher stealth bonus thanks to a quick casting of vanish. I think the ultimate insult I've personally witnessed was a magus having to sneak into a castle dungeon to free the rogue who got caught breaking in earlier that evening.

Part of the issue in things like that, for me, is I personally believe that it really is a fallacy that there's any advantage to so-called "all day" options that run at lower thresholds compared to the much more powerful limited use actions that magic provides. How often do I need to be using stealth? Do I use it when I'm brushing my teeth, sleeping, cooking my meals, carousing at the bar to gather information? How often does it need to be used to actually create a paradigm where class A getting an always on +3 class skill bonus is equivalent to class B getting a +20 - +40 bonus and total concealment 3 times a day in 10 round increments? How long can a fighter actually keep swinging his sword at CR 10+ enemies when the cleric can't heal and protect him and the wizard can't buff and maneuver him anymore? If there things that only I can do, and anyone can do what you do, how much better do you have to be at your thing for you to actually be worth carrying around?

IMHO, caster limitations are typically matters of rules understanding and system mastery. The more familiar you are with the rules and the higher your system mastery, the less their "limitations" actually seem like limitations. Martials, meanwhile, have very specific limitations hardcoded directly into the rules, and the higher your system mastery, the more stymied you realize you are.

I think (and Paizo's success would indicate that this is true) that much more of the game is played in balanced adventures that mix fair chunks of social and exploration encounters into the adventuring day, like you would see in an Adventure Path or module, and this model of game very much favors casters. I suppose Tomb of Horrors style Gygaxian crawls arguably help partially balance this out, but even then you have so many situations where a more powerful limited use tool is going to be better than an "unlimited" solution that operates at a fraction of the effectiveness.

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Rogues's problem is that in 1E and 2E they were the stealth class. Invisibility went so far, but could be detected. If the rogue made his HIS and MS, he was invisible to most creatures.

He was also the only one who could find traps, disarm them, and open locks.
He had niche protection. You know, like casting wizard spells.

Now, everyone can use his skills, and while he gets a bunch, the bard gets more, fights just as well AND has magic. And gets bonuses from his class on those skills.

The rogue has NOTHING but the trope behind him. He's not better at skills then any other class...he's vulnerable with both encounter ending saves...dependent on others to maximize combat ability...

He's just...pathetic. They took EVERYTHING in his niche away from him, THEN debuffed him. It's like, duh, wha.

==Aelryinth


For a different approach what if casters were not guaranteed to receive new spells every day?

One mechanism could be to have the GM roll in secret to see how many days elapse before the magic returns and they can memorise spells again. To make it very difficult for players to predict when their spells will return (and therefore prevent players from gaming the system) I would use an unusual kind of dice rolling mechanism that does not give a linear spread. For instance you could roll a dice as many times as it takes to reach a target number and record how many rolls it took before that number was rolled. If for example you were using a six sided dice and the target number was a one the probabilities of obtaining results from 1 to 15 days would be:

Result Probability (%)
01, 16.667
02, 13.889
03, 11.574
04, 9.645
05, 8.038
06, 6.698
07, 5.582
08, 4.651
09, 3.876
10, 3.320
11, 2.592
12, 2.243
13, 1.869
14, 1.558
15, 1.298

There is no upper bound using this system, which is why the percentages above do not add up to 100 percent, but achieving very high numbers are very unlikely. Rolling a 50 or higher using the example above is roughly a: 1 in 10,000 chance.

You could also introduce high magic areas like ley-lines where the target number is much easier to achieve, for example keep rolling a 1d20 until a 19 or lower is rolled, virtually guaranteeing that spells will be replenished every day in those particular areas.

Under this system casters would be need to be more careful than normal to preserve spells for a special occasion. They certainly would not be casting invisibility on a whim to upstage the rogue of the party. This would fit well will the standard wizard in a fantasy novel trope, where wizards tend to conserve their magic (other than cantrips) until some significant part of the story forces them to use the full extent of their powers.

I recommend that other abilities like: cantrips, spell-like abilities and supernatural powers would still replenish like normal to prevent casters from becoming too weak.


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If you have one prep of spells for 3 days of combat, you are useless. Cantrips do not fix that.

This is not how you balance something.


DominusMegadeus wrote:

If you have one prep of spells for 3 days of combat, you are useless. Cantrips do not fix that.

This is not how you balance something.

So you have to rely on the fighters to fight and the rogues to be sneaky and find and remove traps.

Clerics can still heal through bursts. I don't see the downside.


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Aelryinth wrote:
Rogues's problem is that in 1E and 2E they were the stealth class.

No, the rogue's problem is that it's a stupid class. In OD&D *everyone* could engage all the challenges the thief monopolized after Greyhawk. The thief has made the game worse as a whole just by existing ever since. All of its problems stem from the idiotic idea that it was okay for one class to be useless in combat while having its own little set of exclusive challenges all other classes were useless at.


Boomerang Nebula wrote:
DominusMegadeus wrote:

If you have one prep of spells for 3 days of combat, you are useless. Cantrips do not fix that.

This is not how you balance something.

So you have to rely on the fighters to fight and the rogues to be sneaky and find and remove traps.

Clerics can still heal through bursts. I don't see the downside.

You haven't actually made martials better, you've just made casters suck.

Besides, given the general dependency of martials on spells to counter certain challenges as the game goes on, this also rather hurts them as well.

And of course, some people actually, you know, like playing casters. I personally like martials, casters and gishes alike, and want to be able to play all of those in a roughly equal playing field. And I want to do it without pigeonholing each class into a rigidly defined niche. Maybe I want a fighty frontline Magus. And when I do get to the Fighter, well I want him to be okay at personal combat, but have his real strength lie in inspiring and exhorting his companions to ever greater acts of heroism.


Prince Yyrkoon wrote:
Boomerang Nebula wrote:
DominusMegadeus wrote:

If you have one prep of spells for 3 days of combat, you are useless. Cantrips do not fix that.

This is not how you balance something.

So you have to rely on the fighters to fight and the rogues to be sneaky and find and remove traps.

Clerics can still heal through bursts. I don't see the downside.

You haven't actually made martials better, you've just made casters suck.

Besides, given the general dependency of martials on spells to counter certain challenges as the game goes on, this also rather hurts them as well.

And of course, some people actually, you know, like playing casters. I personally like martials, casters and gishes alike, and want to be able to play all of those in a roughly equal playing field. And I want to do it without pigeonholing each class into a rigidly defined niche. Maybe I want a fighty frontline Magus. And when I do get to the Fighter, well I want him to be okay at personal combat, but have his real strength lie in inspiring and exhorting his companions to ever greater acts of heroism.

I originally thought the solution was to make the martials better, but I think in order to do that you have to reconstruct the entire game, you would also have to redesign all of the published adventure paths because every class would become too powerful for them, not just full casters. Therefore it does not meet the requirement of the opening post where you still feel like you are playing the same game with only minor changes.

My proposal still grants full casters their versatility, it just reduces their raw power so that they don't dominate the game any more. It is a simple mechanic that doesn't disrupt any other rules and can be fine tuned by the GM to suit their individual campaign. It also matches nicely with the typical fantasy wizard trope.


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Boomerang Nebula wrote:
Prince Yyrkoon wrote:
Boomerang Nebula wrote:
DominusMegadeus wrote:

If you have one prep of spells for 3 days of combat, you are useless. Cantrips do not fix that.

This is not how you balance something.

So you have to rely on the fighters to fight and the rogues to be sneaky and find and remove traps.

Clerics can still heal through bursts. I don't see the downside.

You haven't actually made martials better, you've just made casters suck.

Besides, given the general dependency of martials on spells to counter certain challenges as the game goes on, this also rather hurts them as well.

And of course, some people actually, you know, like playing casters. I personally like martials, casters and gishes alike, and want to be able to play all of those in a roughly equal playing field. And I want to do it without pigeonholing each class into a rigidly defined niche. Maybe I want a fighty frontline Magus. And when I do get to the Fighter, well I want him to be okay at personal combat, but have his real strength lie in inspiring and exhorting his companions to ever greater acts of heroism.

I originally thought the solution was to make the martials better, but I think in order to do that you have to reconstruct the entire game, you would also have to redesign all of the published adventure paths because every class would become too powerful for them, not just full casters. Therefore it does not meet the requirement of the opening post where you still feel like you are playing the same game with only minor changes.

My proposal still grants full casters their versatility, it just reduces their raw power so that they don't dominate the game any more. It is a simple mechanic that doesn't disrupt any other rules and can be fine tuned by the GM to suit their individual campaign. It also matches nicely with the typical fantasy wizard trope.

Making casters play "wheel of competence" isn't reducing their raw power, it's just slapping the player with a ridiculous punishment for playing a caster. Getting to contribute once or twice over the course of several encounters, then sitting on your hands simply isn't fun.

There are perfectly reasonable and valid ways to reduce caster dominance that doesn't rely on punishing the player. Remove or nerf problem spells, use alternate systems like Psionics or Spheres of Power. Just don't take it out on the player.

And no, that matches no typical fantasy wizard I've ever heard of.


I don't see how my idea is a punishment. I think you are just using unnecessarily emotive language.


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Boomerang Nebula wrote:
I don't see how my idea is a punishment. I think you are just using unnecessarily emotive language.

I would definitely feel punished if I was a caster and that rule was in effect.


Really? Can you elaborate?


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You have to rely on RNG to be allowed to even try to do things, and at that rate of recovery the majority of the time you have to sit out and do nothing while things are happening. That's not fun.


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Boomerang Nebula wrote:
Really? Can you elaborate?

Well firstly, it doesn't seem to make any sense from a flavour standpoint. Secondly the fact that dice are determining whether my character is playable, not whether he succeeds at an action, but whether he is playable At All for the day. If you screw up on the roll then you may as well leave the table. Three, if I want to play a caster I do not want to play as a 1/Day plot device, I want to play as a person able to use spells as often as a stealthy guy gets to stealth or as often as the fighty guy gets to fight. Four, it doesn't actually help martials At All (if anything it weakens them because I cannot afford to help my allies with buffs), it simply weakens mages, meaning "Yay, you've made all characters useless rather than just martials." Five, who benefits? I mean that seriously. I am not sure who's enjoyment would be increased by removing casters from play every couple of days. Six, wouldn't it just result in more "five minute adventuring" since parties will likely decide "no we are not going to adventure today because two of our members are crippled", so you're punishing the whole group.


Interesting points.

From a flavour point of view it makes perfect sense to me. Spell casting is using magic, it shouldn't be too predictable otherwise it becomes too much like a science.

I don't think it will play the way you expect. The player does not know how long their magic has to last, they can't game the system and plan for their spells to last x number of encounters. There will be no leaving the table, the player just has to hope the magic will come back soon. I've played in games where magic is fickle and it works very well, Wizards become richer characters, not just magical Swiss army knives with a spell for every occasion. That is what is boring for me, having every interesting situation made trivial by the wizard because they have just the right spell.

The not knowing brings in an extra element of tension, which can make the game exciting. Also since the GM rolls in secret they can bring the magic back early if it fits the story and the players need never know!


I think the diversity of encounters really leans towards the spell casters at high levels, especially if it's just a group of regular humanoids on the other side of the map huddled in the exact formation of a max meta magic fireball.

Alternatively if high level magic was in play then why isn't the environment also catching up to their level? Sure in SmallTownMc'Village your greater invisibility gives you entire impunity- but what about in a heavily fortified magic elf city? Or a cutthroat null magic dive metropolis found in the shadow plane? Or maybe all encounters are against magic immune golems, counter-magic mastering nethys worshipers or a colossus Disenchanter with every counter magic feat the book tacked onto it?

This becomes more apparent if the group cannot safely rest and recover spell slots, making the casters the glass cannons that need to be babied and looked after for 8 hours by the more mundane classes while worgs stalk and drow lurk around. Do you let the party expend all their spells on that one orc and then pat themselves on the back as they check themselves into the nearest inn? What if their next safe sleeping destination is a week away? How long can you hold that level 6 slot spell for buddy because the undead don't sleep and they're COMMIN' FOR YOOOOU?


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Boomerang Nebula wrote:

Interesting points.

From a flavour point of view it makes perfect sense to me. Spell casting is using magic, it shouldn't be too predictable otherwise it becomes too much like a science.

I don't think it will play the way you expect. The player does not know how long their magic has to last, they can't game the system and plan for their spells to last x number of encounters. There will be no leaving the table, the player just has to hope the magic will come back soon. I've played in games where magic is fickle and it works very well, Wizards become richer characters, not just magical Swiss army knives with a spell for every occasion. That is what is boring for me, having every interesting situation made trivial by the wizard because they have just the right spell.

The not knowing brings in an extra element of tension, which can make the game exciting. Also since the GM rolls in secret they can bring the magic back early if it fits the story and the players need never know!

Your houserule could be sumed up in one sentence : the DM decides if and when the caster are allowed to cast spells.

That is just one of the worst and least fun houserules i've seen in all my gaming experience (which is nearly 15 years).


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Boomerang Nebula wrote:

Interesting points.

From a flavour point of view it makes perfect sense to me. Spell casting is using magic, it shouldn't be too predictable otherwise it becomes too much like a science.

There is a difference between magic being predictable (which is required in this thread since the point is to keep the game still Pathfinder) and it not being magical. What you suggest means that for wizard's (who literally DO treat magic as a science and it is the entire point to their concept and if your invalidating it you should probably ban the class) suddenly don't know who to actually memorize their spells, sorcerer's innate power than doesn't depend on anything or anyone mysteriously doesn't work every couple of days, gods forget to give spells to their most devout followers who might have literally talked with them last night, occultists lose their ability to tap into relics, all without any plot reasons. Please tell my why my psychic who gets power from his own soul suddenly cannot cast spells? Please tell my why my cleric's god forgets him for a day? Please tell my why you let a wizard play in your setting if the fundamental concept the class requires to exist doesn't exist in your campaign setting?

Quote:
The player does not know how long their magic has to last, they can't game the system and plan for their spells to last x number of encounters.

This has not been my experience at all, I've generally seen players take note of the durations for each of their spells as part of deciding what spells to prepare and ensure that they have enough spells for passive buffs at the start of the adventure while having enough spells to contribute in battles and in non-combat situations.

Quote:
There will be no leaving the table, the player just has to hope the magic will come back soon.

If I told one of my players, no today you are useless and cannot do anything, they would probably get up to leave the others to play. To then tell the player "no, you cannot leave. You must sit here while everyone else gets to play and have fun." They would probably storm out and shout expletives at me for being a horrible host.

Quote:
I've played in games where magic is fickle and it works very well, Wizards become richer characters, not just magical Swiss army knives with a spell for every occasion.

So? What you suggested wasn't even magic fickle. It was turning one or more players into deadweight every couple of days. In my experience. Also, there is actually no reason you have to play your character as a magical swiss army knife. I personally haven't played as one when I played as a caster. You can be a rich character who is a caster without the character having to fit a specific archetype of wizard. There are many archetypes and ideas out there, not just "mages are walking plot devices who rarely cast spells".

Quote:
That is what is boring for me, having every interesting situation made trivial by the wizard because they have just the right spell.

Yes. And that is why we are trying to fix that issue. But making it so that wizards cannot do anything some days does not fix the issue.

Quote:
The not knowing brings in an extra element of tension, which can make the game exciting.

Tension can also bring frustration and annoyance. Tension is not in itself a good or bad thing. You've effectively told fighters "You have a random chance of not being allowed to heal at all today, regardless of means". and then expect them to be happy about you enhancing their game by random chance of them being pathetic and a hazard to the group every single day?


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Boomerang Nebula wrote:
That is what is boring for me, having every interesting situation made trivial by the wizard because they have just the right spell.

Some might say that not being able to do anything for a day or more is more boring to them.


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Orthos wrote:
GM 1990 wrote:
#2 - Did I miss where wizards are allowed to just rest and then go about the day with open spell slots, and as a need arises pick them? I thought that was only possible via your bonded item 1x per day.

Yes, you did.

Quote:

Spell Selection and Preparation

Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Time and circumstances permitting is the big issue. I never left spell slots open when playing a magus or a wizard because so much of my adventuring was time dependent.. I didn't have luxury of taking 15 mins on an infiltration mission to fill a spell slot. (The "Disappeared is an excellent example when you have exactly 30 mins to fulfill your mission and come back.) Nor was I playing the Wizard Schodinger that would always have the exact spell needed. I'd have to load using my best guesses and have the team be at my back when the guesses did not pan out.

Sczarni

People keep talking about "martial/caster disparity", but these things are present only in specific situations. I am not saying that this isn't an issue, I have seen it happen before on high levels, but that's just it. It only happens when the casters have: a) time to prepare and execute their magic and b) foreknowledge of what to expect. This is often overshadowed in paizo's APs and scenarios in order to make more challenging and interesting encounters, and time is of the essence always. This system only tends to fail apart at higher levels when casters simply have too many options to pick from.

The problem here is that if you want to change this "disparity", you'll have to change the system. I believe that Pathfinder simply has too much magic in general. Magic is hard-coded into the system and became a N.01 solution for everything. As it is, you are better of playing 5E or some other system, otherwise there is too much work involved.

If I had to however say how to change the system, I would probably include things like "mana points" for spells, wounds and injuries that can't be easily healed, limited buffs and effects and more cool abilities (not powerful, but cool) for martials, but then again I am not an expert on changing systems.

Adam

Liberty's Edge

GM 1990 wrote:
Orthos wrote:
GM 1990 wrote:
#2 - Did I miss where wizards are allowed to just rest and then go about the day with open spell slots, and as a need arises pick them? I thought that was only possible via your bonded item 1x per day.

Yes, you did.

Quote:

Spell Selection and Preparation

Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Was looking CRB - it makes sense though. Similar to just resting and deciding to not even study your spell book until later in the day.

Can't be done.

You must study with a fresh mind for 1 hour or less, then you can fill the slots you left empty when you want (studying for 15 minutes).
But if you don't "recharge" your spell slots when you are fresh you can't recharge them later when you are tired.

PRD wrote:
Spell Preparation Time: [b]After restingè/b], a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

note that a divine caster don't need to rest but need to pray at a specific time of the day.

PRD wrote:


Time of Day: A divine spellcaster chooses and prepares spells ahead of time, but unlike a wizard, does not require a period of rest to prepare spells. Instead, the character chooses a particular time of day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, she must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, she must wait until the next day to prepare spells.


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Aelryinth wrote:
LoneKnave wrote:
CWheezy wrote:
Aren't rangers clearly the best in 4e because they get attack twice as a power.

Multi-attack powers are the best at dealing damage, since they double-up the damage buffs from weapons, feats, allies, etc. (as opposed to attacks with multiple die damage which only get those added once) and rangers happen to have a lot of multiattack powers, including the at-will Twin Strike. This means that Rangers, if built for it, can do the most damage by a not insignificant margin, especially when conserving powers by using at-wills.

However, the Ranger has little else in terms of combat utility when built that way (it's often said that Rangers secondary role is also Striker). Depending on group, having a Warlock or Monk shore up the Control side of things, a Blackguard for some extra Defense, or a Hybrid leader can outweigh the benefits of pure damage, not to mention party-synergy things like basic attack and charge optimization dethroning the generic ranger in terms of damage when built around (but the ranger can also play that game and it evens out a bit).

One of the funnier things SKR commented on about 4e was that it was a Striker's game...they were the offensive class, so they got to have the most fun in combat. All the others there were basically to support the Striker in fighting.

==Aelryinth

What do you expect? Effective water balloons? :P


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Ashiel wrote:
Aelryinth wrote:
LoneKnave wrote:
CWheezy wrote:
Aren't rangers clearly the best in 4e because they get attack twice as a power.

Multi-attack powers are the best at dealing damage, since they double-up the damage buffs from weapons, feats, allies, etc. (as opposed to attacks with multiple die damage which only get those added once) and rangers happen to have a lot of multiattack powers, including the at-will Twin Strike. This means that Rangers, if built for it, can do the most damage by a not insignificant margin, especially when conserving powers by using at-wills.

However, the Ranger has little else in terms of combat utility when built that way (it's often said that Rangers secondary role is also Striker). Depending on group, having a Warlock or Monk shore up the Control side of things, a Blackguard for some extra Defense, or a Hybrid leader can outweigh the benefits of pure damage, not to mention party-synergy things like basic attack and charge optimization dethroning the generic ranger in terms of damage when built around (but the ranger can also play that game and it evens out a bit).

One of the funnier things SKR commented on about 4e was that it was a Striker's game...they were the offensive class, so they got to have the most fun in combat. All the others there were basically to support the Striker in fighting.

==Aelryinth

What do you expect? Effective water balloons? :P

In all fairness to SKR, he's been making some pretty interesting comments since he left Paizo. :)

SKR's take on the Martial/Caster disparity. He has an interesting perspective. :)

A little bit later he talks about vancian casting/limited casting v "always-on" classes like the fighter - also worth listening to.

Finally, he talks about some of Paizo's experiences with high high-level games. This was eyeopening for me.

I've linked these earlier, so veterans of the M/C disparity debate might find these familiar.


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I kind of wish the martials got feats like power attack, combat expertise, and dodge just baked into being a martial. Just kill these prerequisite feats and let the meaty goodness you wont see til mid levels come online earlier.

It may not solve the general utility issue but it would certainly free up more feats for "neat" rather than combat effectiveness


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That is actually another problem with pathfinders design.
Caster feats let you do more things. Martial feats often don't change what you can do.


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CWheezy wrote:

That is actually another problem with pathfinders design.

Caster feats let you do more things. Martial feats often don't change what you can do.

Honestly more feats like antagonize keyed so that only martials really have access would be great, if they need to be high level effects don't shackle them with three gateway feats to get there, just have the requirements be high.


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Ryan Freire wrote:
CWheezy wrote:

That is actually another problem with pathfinders design.

Caster feats let you do more things. Martial feats often don't change what you can do.
Honestly more feats like antagonize keyed so that only martials really have access would be great, if they need to be high level effects don't shackle them with three gateway feats to get there, just have the requirements be high.

Friendly reminder that they changed Antagonize specifically because it forced casters to perform actions they normally wouldn't.


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Arachnofiend wrote:
Ryan Freire wrote:
CWheezy wrote:

That is actually another problem with pathfinders design.

Caster feats let you do more things. Martial feats often don't change what you can do.
Honestly more feats like antagonize keyed so that only martials really have access would be great, if they need to be high level effects don't shackle them with three gateway feats to get there, just have the requirements be high.
Friendly reminder that they changed Antagonize specifically because it forced casters to perform actions they normally wouldn't.

Doesn't make it a great change. Dominate person exists, antagonize is a FAR less frustrating experience.


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I actually agree with you. I was mainly being snippy at Paizo for thinking Antagonize was too strong in a world with Dominate Person.

Maybe there'll be some good taunting solutions in the Armor Master's Book, that seems like a good place for it.


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Boomerang Nebula wrote:
I don't see how my idea is a punishment. I think you are just using unnecessarily emotive language.

I'm really not, as demonstrated most ably by Milo, Aratrok and Avh. Probably better than I could have done so myself. The most irksome thing being that it is possible to nerf casters without making playing them an exercise in frustration. I even mentioned two systems to do so, SoP and Psionics. Both very fun, very elegant and a definite decrease in caster power, albeit in different ways.

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