DRD1812 |
It all came to a head when I tried to roll up an archmage in a mythic game. The "wild arcana" feature basically says "you always have access to every spell on your list," and so I felt obliged to play with the book open in front of me, furiously flipping to find the perfect spell on every round of combat. It was straight up exhausting.
That's the extreme end of the analysis paralysis problem, but anyone who's ever piloted a high-level wizard or druid has had to deal with the issue as well. When you've got 20+ spells in front of you, picking the right one can begin to feel overwhelming.
So my question to the forum's casters: How do you mitigate analysis paralysis? What strategies do you use to get your options down to a reasonable number? And how do you combat the feeling that you could have done more if only you'd picked a better spell?
Mark Hoover 330 |
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Two words: direct damage. Being a blaster caster has one distinct advantage, namely that they do the same thing with their spells all the time.
Barring that, this is the primary reason why high level play is so daunting for folks that like playing full casters. One thing I've seen a player do in 2 of my longer term campaigns is have spell casting strategies worked out.
He literally put on sheets of paper spells/effects he put on his character every day, suites of spells for buffing/force multiplying, another compliment of spells for debuffing, and still another for "general utility." He did this for a Wizard and an Arcanist respectively but I'm sure this would work for any full caster.
Ironically putting limits on your character is a good thing for high level full casters. If you're playing a Universalist that chose to spend money every level to add extra spells to your spell books, this amount of freedom and diversity can really hamstring you in analysis. On the other hand building your Druid (Swamp Druid) specifically around Summon Nature's Ally spells, taking feats to this affect and picking mass buffs to boost your bug friends after they appear is a pretty niche character but it narrows your focus so you know what you're doing every round.
Another thing that helps is intel. Divination spells, scouting the area, Knowledge checks etc. tell you what threats to plan for. No need taking Circle of Clarity on your 14th level Cleric if you won't be coming across any Illusion spells/effects during your mission.
This is one advantage to being high level. Little surprises you anymore unless you let it. Being able to plan ahead provides a nice way of pre-trimming all that analysis you'll have to do in a fight.
Still, with the PC you're describing you specifically went out of your way to make a PC built around having the EXACT right spell at the right time out of a veritable SEA of spells. In that instance, here's what I'd suggest:
Note cards.
Make a pile of these cards with your spells on them. Divide these into piles: Self-Buff, Buff Others, Debuff/Battlefield Control, Damage, Utility. If you want you can sub-categorize as well, based on level or type of effect. As you enter a scene roll Knowledge checks as soon as possible to size up your foes and immediately remove any spells by level or effect that would do nothing in this situation.
What you're left with is a smaller pile, but a pile nonetheless. Here is where the analysis paralysis sets in. Is this the best place for a damage spell, or maybe a force multiplier? Should I count on my save-or-suck getting through their defenses or should I hang back casting Mass Heroism and Quickened Haste? The only thing I can tell you here is that it can be pretty handy to memorize the averages by CR from the Monster Creation section of the Bestiary.
If you know the typical CR 20 foe has a Good Save of +22 and a Poor Save of +17, if I have a spell that targets the monster's Good save but it's only a DC 27, it's probably not a good time for that spell. I know it's hard to do that kind of analysis on the fly but it's at least one more way to scale down the choice.
Or, y'know... maximized/empowered fireball, admixture to whatever they're not immune to. Even if they MAKE the save it'll do something and if they fail, well... :)
Zepheri |
Two words: direct damage. Being a blaster caster has one distinct advantage, namely that they do the same thing with their spells all the time.
Barring that, this is the primary reason why high level play is so daunting for folks that like playing full casters. One thing I've seen a player do in 2 of my longer term campaigns is have spell casting strategies worked out.
He literally put on sheets of paper spells/effects he put on his character every day, suites of spells for buffing/force multiplying, another compliment of spells for debuffing, and still another for "general utility." He did this for a Wizard and an Arcanist respectively but I'm sure this would work for any full caster.
Ironically putting limits on your character is a good thing for high level full casters. If you're playing a Universalist that chose to spend money every level to add extra spells to your spell books, this amount of freedom and diversity can really hamstring you in analysis. On the other hand building your Druid (Swamp Druid) specifically around Summon Nature's Ally spells, taking feats to this affect and picking mass buffs to boost your bug friends after they appear is a pretty niche character but it narrows your focus so you know what you're doing every round.
Another thing that helps is intel. Divination spells, scouting the area, Knowledge checks etc. tell you what threats to plan for. No need taking Circle of Clarity on your 14th level Cleric if you won't be coming across any Illusion spells/effects during your mission.
This is one advantage to being high level. Little surprises you anymore unless you let it. Being able to plan ahead provides a nice way of pre-trimming all that analysis you'll have to do in a fight.
Still, with the PC you're describing you specifically went out of your way to make a PC built around having the EXACT right spell at the right time out of a veritable SEA of spells. In that instance, here's what I'd suggest:
Note cards.
Make a pile of these cards with your spells on them....
Additional to this if you got the flash of omniscience you could ask the gm for weakness or for the best spell to use in this situation that will help you to reduce the list of spell
Mark Hoover 330 |
Oh, one other thing to do... SCRIBE freaking SCROLLS!
It drives me nuts every time my players trade out Scribe Scroll at level 1 for their Wizard builds. "Won't need this!" they proclaim. Then we hit about 9th, 10th level and they're still taking spells like Rope Trick as one of their daily spell slots, and then grumbling that I put more than 4 fights in the adventure.
Ok, rant over. My point is: use scrolls or other consumables to pull double duty, not only as suppliers of Standard action, static buffs to put on yourself or others but also for all those emergency spells you'll only need once in a while. Also remember: if you're high level, have cash you're willing to spend AND have Scribe Scroll yourself, you can always write those scrolls at higher level if you need durations or other level-dependent variables greater than the base CL.
By shunting a lot of utility and static buff spells into your consumables, you make room in your spell slots for the ones that really impact combats based on your level and attributes. In this manner you can trim down the list of spell potential you have studied or prayed for on a given day.
Again, limiting scope can be key to avoiding analysis paralysis...
Oli Ironbar |
Match the situation to the spell. My group put together a dozen challenge scenarios before we went from lvl 12 to 19 involving all of the tough spots we had been in as players up to that.
Each of us checked that our characters had something they could do to react to every situation, even if it was as little as spending a round getting their swarmbane clasps on or casting align weapon.
There weren’t many things that occurred in those ranges that weren’t some version of what we had seen before.
If you list out everything you think could go wrong and have a spell prepared for when it does go horribly wrong, your remaining slots can be dedicated to putting the enemies in the same terrible situations.
SheepishEidolon |
That's the extreme end of the analysis paralysis problem
Analysis paralysis roots in fear: The player worries that their choice won't be good enough unless they think about everything (and even then, they fear it might still not be good enough).
The counter to fear is confidence: Believe that a suboptimal choice is good enough. As long as a player clings to "must optimize, must optimize", they will never experience that less can also suffice. They have to face their fear, suppress their usual behavior and pick something that is good enough.
Disclaimer: Fear is a very basic, natural thing. Keeps us alive in some situations, but should be battled in others.
Temperans |
My trick is to not use a book and instead use an online SRD.
Then you can say what effect you and the level and just see spells that fit that.
Also something very important is to realize there is no one perfect spell. Each spell has its own advantage and disadvantage. So just think of what you want and commit. If it fails oh well, just cast another spell.
Also always nice to have contingency effects ready in case things go south.
avr |
In a dangerous fight - not just one there to drain resources, if you can tell the difference, and not once any fight is decided - you use spells from your highest two spell levels. That cuts down the options a lot.
Try not to have very similar spells. If you're choosing between glitterdust, create pit, scorching ray, mirror image, communal resist energy, fly and haste then you've got clearly different spells to work with even though the list is long. If you have four different blasts or four different battlefield control spells on a similar list then analysis paralysis can set in.
Meirril |
My favorite wizard is the vanilla Universalist with a bonded object so you can cast any spell from your spellbook. I also have a favorite saying as such a wizard:
"Magic Missile until I have a better idea."
As you find wands, use them after you run out of prepared magic missiles. Look for an item you can use every round to 'poke' at things so you give the illusion that you're participating in the fight when what you're really doing is conserving resources. My favorite is the Ring of Telekinesis. Combined with a Handy Haversack plus several buckets filled with various throwable objects to overcome DR and you've got something like unlimited magic missile for wealthy casters.
At all points in the character's career I'd only throw big spells if they would make a difference. During the fight, pay attention and look for that opportunity.
Also, I found the best use for spells isn't in combat. The best use is to circumvent obstacles. Shape Stone is a wonderful spell. Using magic to remodel a dungeon is fantastic. Jump across stone pillars over a lava pit? No way! Locked door? What is the wall made of? Whoever came before you used magic to make traps, use magic to ruin their traps! Magic isn't just for combat.
Kimera757 |
As a wizard I've never had this problem. I restricted myself to core book spells, and while there's some very powerful (overpowered, even) spells in there, there's a lot of lame ones. Between reading the spells and experience I've learned which ones not to take.
I generally use use my top level spells to attack, saving lower level spells for defense or utility. Save DCs aren't really an issue with these spells. What is the save DC for Mirror Image? There isn't one!
I've had this problem as a cleric. The core list simply covers too many areas. Honestly playing 4e taught me a lot about playing a cleric, as there it had a few defined roles. Even 5e (the anti-4e edition) brought Guiding Bolt and Healing Word into the cleric's playbook. Any Pathfinder cleric I play looks a lot like a 4e laser cleric, and I try to choose domains that give me a wider spell variety (but note that you only have so many domain spells, so the number of options doesn't increase much). That helps me limit which spells I will choose from. Also, my favorite 3e cleric spell, Righteous Might, got nerfed. I liked it when it was similar to Animal Growth.
DRD1812 |
As a wizard I've never had this problem. I restricted myself to core book spells
I do like the idea of self-imposed restrictions. I remember seeing a "Guilds of Ravnica" homebrew on reddit a million years ago, and it broke down spell lists according to your guild. Actually... Ha! Found it.
https://i.imgur.com/yQ7whVc.jpg
Seems like a fun challenge to self-restrict in this way.
Mark Hoover 330 |
Honestly I have the most trouble with full casters that also have a lot of special effects.
Cleric and wizard are all about imposing your own spell limitations. Witch, Oracle and Sorcerer have their own built in restrictions.
It's when you get witches with lots of hexes, or druids with wildshape, spells, and also an animal companion, or an alchemist with extracts, mutagens, bombs, and maybe even some melee combat baked in. Suddenly you're like "do I spell, full attack, spell plus quickened, buff my buddy, throw for damage..."
The more options to decipher, the more analysis to paralyze you, sis.
Scavion |
There are pretty clear "winners" among spells when it comes to spell slots and situations. Analysis Paralysis boils down to experience. If you don't know your spells, the enemy or some combination of the two, then you're going to struggle a bit. Being a specialist helps here since your shtick is going to run along the same lines every round/fight. Summon monster/blast/debuff/control. Sometimes your first action each fight is obvious. Cast *insert buff here, typically Haste*.
Roll your knowledge check. Check and see if you have a spell that corresponds to a particular weakness. Otherwise start cycling through their saving throws to figure out which is the worst if you don't already have an idea of it.
Most turns I already have an idea of what I want to do while the others are going. Typically the only time I spend more than ordinary time thinking is if someone(OR ME) is about to immediately die.
Nathanael Love |
I mean, when I've been in that situation I browse for spells and find ones I want to use specifically ahead of time-- a neat trick that is applicable to most combats and then I look for a chance to use it.
And having read a ton of other spells, I have those fresh in mind for when more specific situations come up.
Ultimately, however, there's about 3 spells at each level that are just better than the rest, and 99 percent of these are in the CRB anyways.
DRD1812 |
There are pretty clear "winners" among spells when it comes to spell slots and situations. Analysis Paralysis boils down to experience. If you don't know your spells, the enemy or some combination of the two, then you're going to struggle a bit.
I dunno. My particular case was evocation wizard 10 archmage 5 facing down some crazy flying darkness-themed incorporeal.
It turned out that wall of light was the right play given the creature's specific weaknesses...
https://www.d20pfsrd.com/magic/all-spells/w/wall-of-light/
...But finding that one felt like an exercise in manipulating the SRD rather than knowing my spells.
Cavall |
While it wasnt spells I had a player do something that may help you.
He had a character that could switch feats around (brawler if I remember right but there is a tonne.)
Anyways. He didnt try to remember all the feats. That wouldnt help him. Instead he wrote down SITUATIONS and then picked feats that could be best used in those scenarios.
It would work even better for spells. Having a day where you're invading a troll camp? Pull out your blaster sheet. A sneaking caper? The espionage sheet. High intrigue? Going to need the charming sheet. And some of these will have some overlap.
But then you have your basic load out. Have a few empty slots to adjust for what you need (such as the blaster sheet needing more acid less lightening for those trolls) and move on.
It's better of have a load out you trust than pick each spell separately. I can't imagine actual wizards not having a signature style.
Kimera757 |
Scavion wrote:There are pretty clear "winners" among spells when it comes to spell slots and situations. Analysis Paralysis boils down to experience. If you don't know your spells, the enemy or some combination of the two, then you're going to struggle a bit.I dunno. My particular case was evocation wizard 10 archmage 5 facing down some crazy flying darkness-themed incorporeal.
It turned out that wall of light was the right play given the creature's specific weaknesses...
https://www.d20pfsrd.com/magic/all-spells/w/wall-of-light/
...But finding that one felt like an exercise in manipulating the SRD rather than knowing my spells.
Generally I try to use spells that are useful in as many situations as possible, because I don't know what's coming up next. So a spell that is useful most of the time (such as Fireball or Wall of Force) outranks a more niche spell, even if that's more powerful in specific circumstances.
Glitterdust is one of my favorite spells. It blinds enemies (and few enemies have Blind-Fight or Blindsight). It can reveal invisible enemies. It can affect creatures immune to magic, such as golems (who also tend to have poor Will saves too!) One of my favorite uses was teaming up with a dual-wielder against a very high Hit Dice golem (it had a high Strength score and wasn't going to miss). Said golem splashed acid on you when you hit it. I blinded it, and my friend started hitting it, but resisting multiple low damage attacks was the golem's forte. It was probably dealing more damage than it was taking! One Resist Energy spell later...
gnoams |
You make a list ahead of time of spells to use. It's the same problem with brawler martial flexibility and combat feats. There's no reasonable way to know all of them, so just pick a few that sound good to you and try them out.
Just think of it as saving the rest for later. When you do another caster in another game down the road, you can pick different spells.
Zepheri |
Scavion wrote:There are pretty clear "winners" among spells when it comes to spell slots and situations. Analysis Paralysis boils down to experience. If you don't know your spells, the enemy or some combination of the two, then you're going to struggle a bit.I dunno. My particular case was evocation wizard 10 archmage 5 facing down some crazy flying darkness-themed incorporeal.
It turned out that wall of light was the right play given the creature's specific weaknesses...
https://www.d20pfsrd.com/magic/all-spells/w/wall-of-light/
...But finding that one felt like an exercise in manipulating the SRD rather than knowing my spells.
Since you are an evoker why don't you use your wild arcana in you prohibited school?
Mysterious Stranger |
First thing to do is to divide up your spells into niche spells and general use spells. Niche spells are only useful in very specific circumstances and don’t come up that often. When the circumstance of the niche spell comes up it is an incredibly useful spell, but most of the time is it useless. A general use spell can be used can either be used to solve multiple problems or the problem it solves comes up frequently. By this definition many combat spells are general use. Combat spells that only work vs specific targets would be classified as niche spells.
Next look at the type of campaign you are in and figure out a list of likely scenarios your character will be involved it. Almost all characters are going to have the following scenarios combat, traveling, in town and downtime. Others examples are exploring, dungeon crawl, intrigue, underwater, and fighting specific creatures. Each campaign will probably have different scenarios that occur regularly. Don’t go overboard on the initial list, because more can always be added as the campaign develops.
Before creating a list of spells for each scenario create a basic combat list with enough spells to handle at least one combat. The reason for this is that you never know when you are going to need to fight so you should always be prepared for something that comes up. Use the minimum number of spells you can for the basic combat list. The remaining spells are what you have left to work with so if you put too many on your basic combat list you don’t have any left for anything else. Remember that combat is one of the scenarios we are going to be adding.
Now you are ready start figuring out what spells to memorize. For each scenario on your list create a list of spells that will be useful for the scenario. Try to only use general use spells for these lists where possible. If you find yourself putting a lot of niche spells on the lists maybe your need to reclassify your lists. If the caster is high enough level you can divide the lists in half and create a smaller lists that can be mixed and matched. For spell levels where you have a lot of slots available consider leaving one spell slot per spell level open so it can be filled as needed.
The last thing to do is to deal with your niche spells. The best way to do this is with magic items. Wizards that have not traded away scribe scroll can simply create scrolls of their niche spells to be used as needed. Other casters may want to consider picking up scribe scroll for this purpose.
Now when you are ready to memorize your spells you are choosing lists not spells. So if your character is expecting a big battle he simply memorizes his combat spell list. If he is traveling he memorizes his traveling spell list. If you know that you are going to want or need a specific spells that is not on the list simply swap out one spell. This is a lot better than trying to figure out everything from scratch each time.
Also keep in mind that you don’t need to have the perfect spell just one that is good enough to get the job done.
Scavion |
Scavion wrote:There are pretty clear "winners" among spells when it comes to spell slots and situations. Analysis Paralysis boils down to experience. If you don't know your spells, the enemy or some combination of the two, then you're going to struggle a bit.I dunno. My particular case was evocation wizard 10 archmage 5 facing down some crazy flying darkness-themed incorporeal.
It turned out that wall of light was the right play given the creature's specific weaknesses...
https://www.d20pfsrd.com/magic/all-spells/w/wall-of-light/
...But finding that one felt like an exercise in manipulating the SRD rather than knowing my spells.
Roll your knowledge check. Check and see if you have a spell that corresponds to a particular weakness.
Andostre |
I'm playing a level 16 Wizard in a Rise of the Runelords game, and my analysis paralysis moments come up when I level, not when I need to select spells to memorize each day or choose a spell to cast during an encounter.
My solution is to just find a class guide I like that evaluates spells, and review the guide's suggestions. It narrows down the options I need to review considerably.
DRD1812 |
My solution is to just find a class guide I like that evaluates spells, and review the guide's suggestions. It narrows down the options I need to review considerably.
I feel like this works well for spontaneous casters. However, that mess is rough when the niche spells come into play for classes like cleric and druid. All of the guides seem to focus on the best spells to know most of the time whether the ones that are occasionally great depending on situation.
Andostre |
Most of the guides I've seen review universally useful spells and niche spells and call them out as such. And unless you're flush, you're going to prioritize universally useful/combat spells over spells that you may or may not need. And the good guides will point out when multiple niche spells do essentially the same thing, so that also narrows down options.
Zepheri |
Most of the guides I've seen review universally useful spells and niche spells and call them out as such. And unless you're flush, you're going to prioritize universally useful/combat spells over spells that you may or may not need. And the good guides will point out when multiple niche spells do essentially the same thing, so that also narrows down options.
You can always relay in old books like complete mage of d&d 3.5 in here there are some archetype to see what role you have in the game, the best feat and skill and most good spell
Note: archetype in d&d were not a class change it was a advance option that help the player to roll an expected pc. This answers it for guidance lots of the spell and feat are similar
DRD1812 |
Most of the guides I've seen review universally useful spells and niche spells and call them out as such. And unless you're flush, you're going to prioritize universally useful/combat spells over spells that you may or may not need. And the good guides will point out when multiple niche spells do essentially the same thing, so that also narrows down options.
They do so, but in a way that doesn't really help with the problem at hand. If spell is red or yellow (using the Treantmonk nomenclature) it tends to disappear into the sea of red and yellow "bad options," meaning that it doesn't really help a pressed-for-time player to make a niche selection.
Kimera757 |
Andostre wrote:My solution is to just find a class guide I like that evaluates spells, and review the guide's suggestions. It narrows down the options I need to review considerably.I feel like this works well for spontaneous casters. However, that mess is rough when the niche spells come into play for classes like cleric and druid. All of the guides seem to focus on the best spells to know most of the time whether the ones that are occasionally great depending on situation.
Prepared spellcasters can leave spell slots open or scribe scrolls. I wouldn't be concerned about niche spells except in combat, where most of the time you just want to go with a "good enough for every situation" spell.
VoodistMonk |
1. Get a Wizard hat.
2. Write down the name of all the spells you know on separate pieces of paper.
3. Put the pieces of paper into the Wizard hat.
4. Draw spells from hat one at a time.
Bonus points for spontaneous casters that let every spell they cast be decided by the Wizard hat.
I cast Wish.
It's a single Goblin.
Well, then I Wish that there were 1000 Goblins! Oh wait...
Meirril |
Andostre wrote:My solution is to just find a class guide I like that evaluates spells, and review the guide's suggestions. It narrows down the options I need to review considerably.I feel like this works well for spontaneous casters. However, that mess is rough when the niche spells come into play for classes like cleric and druid. All of the guides seem to focus on the best spells to know most of the time whether the ones that are occasionally great depending on situation.
You aren't looking for a solution, right?
Everybody develops a list of spells they like to use. Not as in every player thinks fireball is the best 3rd level evocation. As in every player comes to their own decision and selects spells they like to cast.
Then comes a list of other spells the player is aware of and knows well. They tend to remember these spells and wish they had them available when an appropriate situation comes up. Most casters can't just cast any spell known to them whenever they want to.
And then there is just becoming extensively knowledgeable about spells in general. That takes time and motivation. I can't think of a GM or group that will let you spend 20 minutes searching for some half forgotten spell that might not even exist that would be perfect for the encounter you're in if everybody will just give you a little more time to search for it. At that point you are just being rude to your fellow players and GM. Don't waste their time.