someone_else wrote:S.L.Acker wrote:I wasn't even going there as summoner/blaster wizards aren't always the ones to watch for. It's the Cleric with 24/7 buffs due to burning those worthless turning attempts to keep spells running all day, add in some magic items that seemed reasonable at a glance and you have something that does what the fighter does better and has magic to spare.
Sorry if it's tangential, but can you be a bit more specific? Never encountered this issue. Always had issues with wizards. Must be that all Rule Benders players I had avoid cleric like plague, but this never happened to me.
Ever heard of the term CoDzilla? Wizards end up tame compared to some of the things that can be done with Clerics and Druids. This is due to Clerics being able to use Divine Metamagic and Persistent Spell, if you build a human cleric of the planning and undeath domains (I guess you're a cleric of very long term planning at that stage) you can have one buff always active at level 1. It's costly taking 7 turn attempts per 24 hour spell, but the really tough choice is that fixed range and personal spells are the only things you can. Thankfully the with an hour, some night sticks from libris mortis (+4 turning attempts per purchase), and the spell compendium, you can still find some good items. Toss in an artificer for cheap customizable magic gear and your cleric is better than a fighter even from very low levels.
Mages scouting with divination and using utility wands to bypass traps and locks is yet another way magic made the game break, or a fairly low level dexterity draining spell that worked sort of like Ray of Enfeeblement being able to three hit dragons. Mages weren't broken because they could spam out fireballs and summons, they were bad because they could replace other characters entirely with a very minimum amount of tweaking.
Yes, but that's an issue only if they have wands and/or staves that let them cast the same spell all over again for 50 times at a ridicule cost (and dragons that were never subjected to a Ray of Enfeeblement in their long life and/or are not smart enough to think of a countermeasure in time with their HIGH int score). Which is stating again "wands/staves are broken", not an issue of wizards per-se.
A non-wanded wizard can be better than a thief/scout/whatever, but only 3-4 times a day (if he is mad enough to optimize himself for that task only, and then suck at wizard-only tasks).
If you start putting tasks that only the wizard can do a fuck about, you force him to use up spell slots to be prepared for that "just in case", and that leaves less slots to steal work to others. That's a group game, and the DM does have much more control on what the players do than most imagine.
All divinations that gave them significant bonuses do have some kind of costly component either standard or I added it (with the sad excuse of removing the XP cost ala Pathfinder, so players wouldn't complain

). And when the supply of diamonds for limited wish is LIMITED (who is giving them rewards huh? the DM!), they won't casually cast it to look around corners.
Depends if you're talking high level or not, detect traps and knock are both low level enough to be ever ready once those slots are no longer your main combat punch. If you allow your players to commission custom magic items the wizard could even help the rogue out by giving him thieve's tools that cast these spells. You're also ignoring the fact that a good wizard doesn't need wands, he just needs a safe place to recharge his spells. So at the right levels the Leomund's spells or rope trick allow them to recharge in any situation where time isn't a huge issue. Seeing as even the most dickish DM won't make every task time critical this again makes Mages broken.
As for tasks only wizards can do, you should recall that at high levels it takes him very little of his total xp to craft scrolls. So even if you're shafting him on useful wands he'll still have some utility spells on him at all times. Toss in an artificer and the only way you can stop him from having what he wants is rule zero.
As for divination, starting at level 1 you have things like instant search which allows you to take 10 on a search instantly, by level 2 you have locate object (limited uses, but still a decent tracking tool, again no cost), at level 3 clariaudience/clairvoyance comes into play (no expensive components or xp costs), 4th level starts the scrying fun (One time cost of a nice mirror), you also replace your party scout with a arcane eye (no cost, can be cast anywhere within line of sight meaning arcane eye + fly means you can get that sucker lots of places). This is ignoring any lower level clerical spells such as Augery (25gp of incense for getting a good idea of how an action will work out). Unless you go out of you way to be a dick as a DM a smart fastidious party will always know what's going on.
Making combat more random tends to make the game less fun, because they mean that no matter how smart a player is their character could die to sheer dumb luck. Sure it's realistic, but killing the characters off to something they had no say in and no matter how they prepared couldn't stop tends to be bad game design. Though I suspect it would make fortified armor more worthwhile...
You read the rules linked?
"Wound points cannot drop below 0...
At 0 wound points, a character is disabled and must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying."
and
"A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable.
If the character fails the save, he dies.
If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round.
If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious.
If the character succeeds on the save by 10 or more, he becomes conscious and disabled.
Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity). "
Dropping to the ground is relatively easier, but dying isn't that easy for the melee class, high fortitude they have.
No, I honestly didn't care to read about somebody else's house rules. Even so, it sounds like a great way to kill PC's, one lucky hit knocks them to zero and then you finish them next round. The enemies in the game world will quickly learn that things tend to get back up if you let them so they really should aim to keep people down for good. Of course it doesn't solve the problem of PC's just never getting hit thanks to high AC and miss chances, nor does it deal with the fact that front loaded damage means that hordes of little guys drop quickly and likely won't score many hits. Enlarge person and a spiked chain on a fighter with great cleave makes your packs of goblins just so much fodder. If you send in fewer threats it's business as usual again. Then again it sounds like you go out of your way to strictly control everything, that or your players aren't very good at optimization.
Anyway, they do have access to resurrection magic one way or another (and mid-high level encounters are supposed to carry significant risk of killing a few characters even in normal D&D 3.5), now fortified armor's price as some sense, this system allows me to avoid the escalation to Bigger Monsters, Bigger Bigger Monsters, The Mother of Bigger Bigger Monsters, the Avatar of the God of the Mother of the Bigger Bigger Monster... and so on that eventually begins to look stupid.
Nothing in 3.5 means you need to send bigger badder monsters at the party, they gave the option to give monsters class levels or to simply advance them by hit dice. So if you want them to fight orcs for all levels don't make it so even a level 1 ork can deal damage on a crit, give them class levels and say that the orks have been training harder and hiring champions for their cause.
This means that the hits that actually injure them aren't a Gargantuan red dragon's tail sweep, but people with weapons, that on average just injure them and force a retreat at most put them to sleep but not really at risk (so everyone has to rush there and carry away the comrade).
How do you deal with your main tank having stacked miss chances so anything that gets passes his AC, including crits, just miss him 50%+ of the time?
It also means I don't have to dump a fuckton of critters to be a threat and be handled in a smarter way than just "chaaaarge!!!!", so combat when happens is much faster (less opponents to keep track of)
Only if your players suck, you still haven't dealt with the issue of a party that goes all out with front loaded damage. Goliath Duskblades can deal sick damage, sure it's a limited number of times per day, but that's what ropetrick is for, start with 3d6 for a large greatsword + 3d6 for blade of blood + enhancement bonus + 1.5x strength modifier. If he builds as a charger then the damage numbers skyrocket even more. Suddenly you're asking where that challenge you just sent at the party went.
It also makes them more survivable in their first steps into the game, as even the crappy wizard now has around 15 Hp.
That's one positive...
At least to us anyway, the "epic" scale of D&D has already bored everyone in my group (sounds like grinding). There are fantasy monsters, but nothing HORRIBLY out of scale sitting at 10 minutes walk from a populated village just because otherwise the 14th level party would have nothing to do. All serious stuff they encounter now has some kind of class levels on top. And generally an organization of some kind to hide behind.
That works, it doesn't fix the issues of the party knowing where that organization is hiding thanks to scry, nor does it change the fact that a well build party can still make themselves very nasty even with limited resources.
Another positive aspect is keeping them in check. Now they won't survive 10 rounds against the King's personal guard, go figure his 200 6-ish level knights in magic armor. Any 10th level party can easily level the kingdom if you don't start placing silly overpowered guardians that make no sense cost-wise (how did this king of a 50km2 piece of land raise enough funds to buy those adamantium golems?) and archmages at every corner.
If your party is 10th level they'll survive against those guards even with crazy crits active. The parties recon allows them to know where the guards are stationed, they can buff up while the guards have no idea there is a threat, then they send in a few summoned beasts as distractions. Now that you're ready you can use battlefield control spells to ensure that the guards go to the places you want to fight them at. From there you've got them in your kill zone. If things go badly a level 10 party has significant mobility to GTFO.
Lastly, it's wrong to think they have no say, they know that death could come significantly more easily (especially with sneaky sons of bitches... i mean rogues), so alter their tactics to something slightly more sane than "barbarian activates rage and charges Monster". I've started to see people using cover!

Cover doesn't save you from getting crit, it just gives you a bit of an AC boost which a natural 20 ignores anyway. Any cover you take could also be home to a rogue with a potion of invisibility as well. You're also ignoring the fact that it makes any classes that aim to boost crits significantly more powerful and makes more attacks better than strong attacks. Why chip away HP when you can optimize for making as many scimitar attacks per round as you can, take the right feats and you can crit on a 17 with multiple attacks per round! Oops, I guess that breaks your attempt at fixing things...
As for BoNS, most players of martial classes loved it. It meant that, while you still tended to be a guy who hit things in combat and had little to do outside of combat, that you finally had cool things to do in combat that didn't involve spiked chains and trip attacks. I mean mages are allowed to do high fantasy stuff for giggles at higher levels, but fighters are stuck being in low fantasy mode because unless you take some crazy feat path you basically just wail on stuff with a chunk of metal repeating the same style of attack over and over again.
Meh, my group never looked at the fighter class well for its uselessness outside combat.
I guess it depends on playing styles, here combat isn't central (although does play a part). So the fighter would read fantasy comics for say 2/3ths of the session time.
The most melee-oriented guy in the group is a barbarian (using spiked chain), the second is the druid.[/quote]
The Barbarian has the same issues with being useless out of combat as the fighter and a few extra skill points don't fix that. BoNS classes might as well replace the fighter because they get more fun combat tricks and decent skill points.