Post by SallerAseph on Sept 8, 2013 15:43:42 GMT
I have been following the debate on Sorcerors and Wizards with great interest, however silently.
There have been a number of very good suggestions, and I would like to chime in with a few of my own.
I am a long time wizard player and lover, and the following suggestions may or may not be overpowered. I will leave that up to the excellent DM crew to figure out, but I will drop some notes on it.
Disclaimer:
The suggestions are based on my personal opinion about the differences between a sorceror and a Wizard - mostly summarized that a wizard has more diversity (more number of spells) where the sorceror has fewer known spells but can cast them more. I realize this is a simplification and there are other things as well, so ..flame shield is up I guess
---
One main difference between the 2 caster types discussed here is the number of spells known and how to prepare in advance. I kinda like the fact that a wizard does the planning in advance (in memorizing his/hers spells) where a sorc can be more spontaneous about the whole process. The more spells at each spell level that are good in some way the more this would shift the power over to the wizard. I do feel that there are many very good spells at each level (thnx again to the DMs for making all cool spells that we find on HG enhanced) but there are a few that in humble opinion shine slightly brighter than others making them safe picks for a sorc to use at more or less any given run on this server. There aren' t THAT many spells that are truly fabulous at each level so a sorceror can get a lot of variety by choosing smartly and not lose too much in the process I think.
Example/Suggestion 1:
I have yet to see an arcane caster cast a Mass Eagles splendor/Bulls strength/etc spell at level 6. My suggestion would be to make underused spells like this get a slight boost into usefulness. Atm, there are a ton of equipment that gives stat boosts from +12 to +14 and even +16. Rewriting all that would (I imagine) be a lot of hard work. This equipment makes these spell more or less obsolete since you will have stuff covered on the items you are wearing. Would it be very overpowered to allow these spells to scale all the way up to +14 or even +16 to increase their usefulness ?- I know I would start memorizing them on my wizard then.
Example/Suggestion 2:
Mass Haste has already gotten an upgrade in allowing extra attacks, but if my memory serves me right its duration is very short - could this be tweaked to make it slightly longer to provide a boon to the beloved tanks fighting for our protection at the fronlines ?
Example/Suggestion 3: New spell Prismatic wall or other spells that offer boons to strategic planning ahead.
Another example I would like to drop here, which is a new spell is spells that give you some tactical advantages if you are planning ahead like a proper wizard would. Example would be the spell prismatic wall
This spell would function much like a wall of fire (wall of stone at later levels) except for the fact that it is immune to all damage and hard to dispel. For details, see www.d20srd.org/srd/spells/prismaticWall.htm
If this wall could be implemented and the wall would be slightly wider than the normal level 4 one it could be used to create tactical advantages before a battle using the terrain to your advantage.
Example/Suggestion 4: New spells for defensive measures
I would absolutely love to see some old favorite spells like Blink, Dimension Door, Teleport, Mislead (if it exists in 3rd edition) and of course contingency/ Chain Contingency that can be used to increase your defenses a lot.
I have fond memories of me literally doing in my pants whenever I faced a high level lich or similar in BGII. The first thing that would usually happen then is sequencer of three defensive spells making them sooo hard to kill, followed by a chain contingency and then a TS for good measure. When the turn finally got passed to me, half of my groups were usually red stains on the floor...Good times !
I have more spells that I would love to see in the module but I will stop here to keep the post at least slightly consise. The link I posted contains a lot of very cool spells, and the more you have to choose that are actually useful from the more the 2 arcane caster classes would both be balanced and viable, while trying to respect their differences at the same time.
In short: Let the wizard salute diversity and the sorceror salute the power of simplicity and an innate feeling of magic
I would love to hear what you guys think about this
Best regards Samir Aseph
There have been a number of very good suggestions, and I would like to chime in with a few of my own.
I am a long time wizard player and lover, and the following suggestions may or may not be overpowered. I will leave that up to the excellent DM crew to figure out, but I will drop some notes on it.
Disclaimer:
The suggestions are based on my personal opinion about the differences between a sorceror and a Wizard - mostly summarized that a wizard has more diversity (more number of spells) where the sorceror has fewer known spells but can cast them more. I realize this is a simplification and there are other things as well, so ..flame shield is up I guess
---
One main difference between the 2 caster types discussed here is the number of spells known and how to prepare in advance. I kinda like the fact that a wizard does the planning in advance (in memorizing his/hers spells) where a sorc can be more spontaneous about the whole process. The more spells at each spell level that are good in some way the more this would shift the power over to the wizard. I do feel that there are many very good spells at each level (thnx again to the DMs for making all cool spells that we find on HG enhanced) but there are a few that in humble opinion shine slightly brighter than others making them safe picks for a sorc to use at more or less any given run on this server. There aren' t THAT many spells that are truly fabulous at each level so a sorceror can get a lot of variety by choosing smartly and not lose too much in the process I think.
Example/Suggestion 1:
I have yet to see an arcane caster cast a Mass Eagles splendor/Bulls strength/etc spell at level 6. My suggestion would be to make underused spells like this get a slight boost into usefulness. Atm, there are a ton of equipment that gives stat boosts from +12 to +14 and even +16. Rewriting all that would (I imagine) be a lot of hard work. This equipment makes these spell more or less obsolete since you will have stuff covered on the items you are wearing. Would it be very overpowered to allow these spells to scale all the way up to +14 or even +16 to increase their usefulness ?- I know I would start memorizing them on my wizard then.
Example/Suggestion 2:
Mass Haste has already gotten an upgrade in allowing extra attacks, but if my memory serves me right its duration is very short - could this be tweaked to make it slightly longer to provide a boon to the beloved tanks fighting for our protection at the fronlines ?
Example/Suggestion 3: New spell Prismatic wall or other spells that offer boons to strategic planning ahead.
Another example I would like to drop here, which is a new spell is spells that give you some tactical advantages if you are planning ahead like a proper wizard would. Example would be the spell prismatic wall
This spell would function much like a wall of fire (wall of stone at later levels) except for the fact that it is immune to all damage and hard to dispel. For details, see www.d20srd.org/srd/spells/prismaticWall.htm
If this wall could be implemented and the wall would be slightly wider than the normal level 4 one it could be used to create tactical advantages before a battle using the terrain to your advantage.
Example/Suggestion 4: New spells for defensive measures
I would absolutely love to see some old favorite spells like Blink, Dimension Door, Teleport, Mislead (if it exists in 3rd edition) and of course contingency/ Chain Contingency that can be used to increase your defenses a lot.
I have fond memories of me literally doing in my pants whenever I faced a high level lich or similar in BGII. The first thing that would usually happen then is sequencer of three defensive spells making them sooo hard to kill, followed by a chain contingency and then a TS for good measure. When the turn finally got passed to me, half of my groups were usually red stains on the floor...Good times !
I have more spells that I would love to see in the module but I will stop here to keep the post at least slightly consise. The link I posted contains a lot of very cool spells, and the more you have to choose that are actually useful from the more the 2 arcane caster classes would both be balanced and viable, while trying to respect their differences at the same time.
In short: Let the wizard salute diversity and the sorceror salute the power of simplicity and an innate feeling of magic
I would love to hear what you guys think about this
Best regards Samir Aseph