Foxwarrior wrote: ↑Thu Jul 18, 2024 4:56 pm
As for your idea, you know you can just ban the wizard and wizard-like classes in Tome right? Make players play icewrights and warpers and whatnot, there are actually a lot of decently strong options.
The problem your very reasonable suggestion runs into is that you are trying to address the CLAIMED problem, not the actual problem.
The claimed problem is a made up one about Wizards being too powerful. The actual one is "I HAVE TO DELETE THE SPELLS CHAPTER! It's such a good idea if I can delete the spells chapter. It's like a SL 1 Dark Souls run for me, I thought of the idea, and now I have to do it for no possible reason except to say I accomplished the goal."
JonSetanta wrote: ↑Thu Jul 18, 2024 10:46 am
Wizards are the most powerful class in all of D&D. Ever. You can not convince me otherwise.
I'm sure I can't convince you of anything, ever, no matter what, because your brain is teflon. But that's not relevant to the point that they aren't in fact that in Tome at all.
JonSetanta wrote: ↑Thu Jul 18, 2024 10:46 am
Quote 2: Boring, no. Less utility, perhaps in a sense that you can't grab Rope Trick or Contingent Teleport, but as I stat out ideas here (I'm undergoing treatment for extended vision loss and migraines currently, it's going to take time) but instead more like, to refer to your Scry reference and ignore "7 different fire options", remote information gathering would be more like Shadowrun astral projection to prevent the scry-and-die tactic. I'm taking inspiration from non-D&D sources too because They Do It Better.
A few hundred bogged-down list of Clairvoyance/Scry/Whateverthefuckall divination utility spells vs. the ability to project your spirit remotely THEN do various tricks by just sensing intangibly and invisibly from a coterminous plane is a better deal when it comes to applying options.
Just a sample from my notes, the "spirit form" would have a set amount of HP and act like an Ethereal character, but move faster, thereby giving targets countermeasures rather than just "I see the target, teleport in, Celerity, Power Word Kill, then Contingency Teleport on the trigger of the enemy death", a non-challenge befitting something more like a Mage: the Ascension game than what Gygax was aiming for.
Yeah see, this is kind of the point. Rope Tricking is not an extremely powerful game breaking ability, but you wrote this like you think it is.
It's just a neat thing to do. But you are willing to remove hundreds of neat things from the game for what remains no discernable reason.
Your example of someone using Scry and die tactics to teleport in, use Celerity, and the Power Word Kill and contingency to teleport out is both not how any session of Tome D&D ever goes, and also not a problem. Besisdes the many problems with it, starting with that you don't know how the Tome rules interact with Scry or Teleport, and that Power Word Kill is actually very bad at killing people, it is generally not a problem that a 17th level character sometimes kills someone. By well before 17th level you should be dealing with stuff that isn't solved by killing one person. Like, even if this CR 17 enemy didn't have 100HP, or any of the many immunities, your proposed standard is negated by a nearby cleric ally who casts True Resurrection.
But also scry and die was literally already solved in Tome. It's a very strange thing to complain about.
Divination is a complex concept that includes many things, but in fact, Astral Projection like in Shadowrun is not a 1 to 1 cover for it. Instead, Astral Projection as in Shadowrun is a way of attacking people from far away, and also doesn't provide all the kinds of information that you want from divination. In particular, Scrying is not always used to look in a specific location, but sometimes to find a specific person who you do not know the location of. And outside of scry/die tactics, you can literally just want to use that for information gathering, the same way you use other divination spells like Divination or Augury, where the information cannot be provided by Astral Projecting.
JonSetanta wrote: ↑Thu Jul 18, 2024 10:46 am
These aren't "scrap everything and write hundreds of pages" concepts. Maybe 20 pages tops but I doubt it would even add to that.
The factor here we disagree on is on my opinion no one should be able to do the crap fully researched optimized Wizards do vs. sticking to pure Tome style OP sessions, of which in my experience always led to Rocket Tag.
Which... Isn't fun.
1) D&D combats are too fucking long. They take too much time. If they are 2 rounds long, that's 30 minutes minimum. People who want 14 round combats have no idea what they are asking for.
2) "fully researched optimized Wizards" are a thing that has nothing to do with the utility in the spells chapter. The most broken ones that have ever been concieved are: a) A person who casts spells at CL 999999999999, and it doesn't matter what those spells are. b) One that nukes several fucking miles by combining a diviniation spell with some weird metamagics. c) Anything that uses Wish without XP, which isn't interesting and is a solved problem. d) Anything that uses Calling Magic in place of going on adventures, which is just a problem with giving people infinite minions. e) Using dumb metamagic stacking to make extremely mediocre damage spells instead do +Texas damage while persisting a bunch of defensive buffs.
None of these things are fixed by getting rid of the too powerful spell Augury!
3) It sounds like your real problem is that you don't like ANY Tome classes or ANY tome abilities because you don't like the power level. That's not an unreasonable position to have, but it's not actually a problem with the utility in the spells chapter. And also, it's evidence against your claim that Wizards are too powerful and everything else is too weak. Conduits, and Icewrights, and Firemages, and Tome Fighters, and Tome Barbarians, and Tome Samurais, and Druids, and other Tome characters are just as powerful as Wizards! It's not the case that the spells chapter is the problem if that is your complaint!
JonSetanta wrote: ↑Thu Jul 18, 2024 10:46 am
I'm prepared to write. I've been doing it for decades.
A
Being "prepared to write" and being able and willing to write the hundreds of pages of utility needed to duplicate the informatino in the spells chapter are very different things. Also doesn't help that you are completely wrong about how much utility exists or what it does and think you can do it in 20 pages.
JonSetanta wrote: ↑Thu Jul 18, 2024 10:46 am
The issue is 99% of concepts I post here are shat upon because they are always held to Tome standards, and I'm stating that Tome is the Wizard path of game design, my objective is 3e Warlock as baseline then build from there.
If you want to balance a 3.5 hack around a lower power level, then do that, write a bunch of classes that do that. But it's actually going to be way easier to do that while keeping the spells chapter then it is to start with the premise that you must delete the chapter for no reason, and then come back to working around to uh look something something something.
You could even just keep using the spells chapter and the monsters in the monster manual and not rewrite them all, instead of rewriting all the monsters in the monster manual so that you can say you deleted the spells chapter.
Hell you could even have abilities like WARLOCK ABILITIES THAT ALREADY EXIST that reference spells in the spell chapter.