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Switch to Forum Live View Wizards are underpowered from level 1-6 (thoughts on how to improve them)…
5 months ago  ::  Feb 12, 2013 - 2:40PM #1
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,725
So, from levels 7-20 wizards and fighters seem fairly well balanced. From levels 1-6, however, they are fairly underpowered. That needs to be fixed. I think the best fix would be a tweak to their at-will spells. For starters, I think at-will spells should benefit from a primary spellcasting mod to damage. In the early levels that will be a big deal. In the later levels, due to the MDD/WDD mechanic and scaling higher level spell slots, it would not be a big deal. Finally, at-will spell options are a little boring right now. Given the changes made to he game over the last few packets, I would suggest adding some at-will spells that don't deal damage but do deal more intresting status effects/results (such as the early ray-of-frost mechanics). Here are some ideas:

Grasp of the Dead
Necromancy Cantrip
Range: 50 feet.
Effect: Putrefying arms reach up to grab targets in a 5' radius from the spells point of origin. These arms last until the start of the wizard's next turn. Anyone who starts their turn in or enters into the area of effect must make a Strength save or a Dexterity save vs. the spell's Save DC or lose the remainder of their move action. Foes caught in the spells area of effect may still use an action to rip free and hustle out of the area of effect. 

The spell deals no damage, so it won't step on the toes of the martial classes. Meanwhile, it has all the components of a cool wizard spell: an area of effect, a potent status effect, and some supernatural aesthetics. But because its duration is so short, and its damage is non-existence, this spell cannot be used to replace the martial characters. At best it can be used to set up a foe so that the martial characters will kill it. 
 

Bolt of Momentary Confusion
Enchantment cantrip
Range: 50 feet.
Effect: You shoot a magical bolt at your target that induces momentary confusion. You make a magical attack against one target. If you hit, the target must make a Wisdome saving throw or make a melee attack against a target (of the wizard's choice) in reach.

The spell uses an attack roll and a saving throw in order to drop its probability of success, as used against stronger creatures this spell can be too potent to be fair without that drop. With that drop, this spell should be just fine as a cantrip. 
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5 months ago  ::  Feb 12, 2013 - 3:56PM #2
Mithrus
Date Joined: Jan 29, 2005
Posts: 3,246
Bolt of Momentary Confusion
Enchantment cantrip
Range: 50 feet.
Effect: You shoot a magical bolt at your target that induces momentary confusion. You make a magical attack against one target. If you hit, the target must make a Wisdom saving throw or change the first target of their next action to a random target within range.
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5 months ago  ::  Feb 12, 2013 - 4:03PM #3
Lawolf
Date Joined: May 4, 2008
Posts: 4,407
They could always give wizards more spell slots at low levels but not have spell slots increase. Start with 10-12 spell slots and have higher level spell slots replace lower level ones through leveling.
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5 months ago  ::  Feb 12, 2013 - 4:11PM #4
lokiare
Date Joined: Nov 3, 2008
Posts: 15,442
I'm thinking they could drop the whole vancian system and replace it with a system where they gain cantrips that they can use once a round and cost an action, spells they can use only once every 10 rounds, and some spells that they can only use once every 14,400 rounds or once every 24 hours. Then make the cantrips about equal to a Fighters basic attack without maneuvers or MDD or MDB. Then make the encounters x4 + 1 daily worth the same as a Fighters MDD and MDB added up for a whole days worth of encounters (since WotC is still thinking 4 encounters of 4-5 rounds each per day).

That would really solve most of my problems with under/overpowered Wizard...Smile
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5 months ago  ::  Feb 12, 2013 - 4:16PM #5
kezzek
Date Joined: Jun 22, 2008
Posts: 1,208
I don't mind if Wizards are weaker for early levels.  I've always thought that apprentice wizards should be less dangerous in combat than fledgling warriors.  It would be great though if the 1st level spells provided handy benefits outside of combat.

4E gave encounter powers and daily powers and utility powers to force wizards to use variety.

Seems that other editions allowed wizards to pour all of their resources into combat.

Maybe even level spells could be utility spells and odd level spells are combat oriented.  That would force wizards to diversify their portfolio.   

I don't think they need to contribute more to combat at low levels.  I do think they should contribute more to roleplaying however.

At high levels they should provide the occasional razzle dazzle and impress the entire party.  Their main benefit to the party however should be utility.  Who else can give everyone the gift of flight or waterbreathing or transport them great distances or across planes?
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5 months ago  ::  Feb 12, 2013 - 4:24PM #6
CarlT
Date Joined: Apr 10, 2009
Posts: 2,881
I miss the early ray of frost and complained when they changed it.


I agree - they need more work.  I suspect the problem is fear of offending the 'wizards should suck early' and 'I don't like at-will spells so don't make them any better than a crossbow/ thrown dagger' contingent.

But given how the other classes have been beefed up at the lowest levels I think that the wizard needs the help as well.    Or the other classes need to lose damage early (which works for me).

Carl
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5 months ago  ::  Feb 12, 2013 - 4:29PM #7
chuck80
Date Joined: Sep 21, 2007
Posts: 785
I suggest we wait until the dev cut down on martial dices (like they hinted they would) and see if the wizard is still underpowered then
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5 months ago  ::  Feb 12, 2013 - 4:36PM #8
Jenks
Date Joined: Apr 4, 2008
Posts: 2,499
Easiest thing to do would be to really beef up traditions at early levels and have them taper off at later levels. Give them some neat abilities at 1 3 and 5, then have it slow down from there.
My two copper.



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5 months ago  ::  Feb 12, 2013 - 4:44PM #9
CarlT
Date Joined: Apr 10, 2009
Posts: 2,881

Feb 12, 2013 -- 4:29PM, chuck80 wrote:

I suggest we wait until the dev cut down on martial dices (like they hinted they would) and see if the wizard is still underpowered then




I agree - although I suspect that their cuts will have more effect at the higher, mult-die, levels - not at first level.


Carl

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5 months ago  ::  Feb 12, 2013 - 5:23PM #10
powerroleplayer
Date Joined: Sep 25, 2009
Posts: 805

Feb 12, 2013 -- 4:03PM, Lawolf wrote:

They could always give wizards more spell slots at low levels but not have spell slots increase. Start with 10-12 spell slots and have higher level spell slots replace lower level ones through leveling.


This, this, a thousand times this.  I'm not sure about the 10-12 number, or about literally zero increase in slots/day, but that's just haggling over price.  I might go more with a 6-8 -->10-12 sort of range to keep things manageable for new wizards and give a little sense of expanding toolbox, but 2-->15 is just wrong.

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