Your last sentence is the crux of the matter though.Stofsk wrote:I don't really see why balance is such a big issue in a role-playing game. In a computer RTS, sure I can see it. One overpowered unit can unbalance a delicate match-up. But in a social game that uses everyone's imaginations where collaborative storytelling is the goal and objective? Whining about wizard's being too powerful strikes me as absurd.
I will say that as far as balance is concerned, the only thing that matters is making sure every player has a chance to shine.
In 3rd edition at least, said fighters and whatnot couldn't shine. They could do one thing. Mages and Clerics could do that along with everything else without trying hard. Or sometimes even trying.
Concentration checks are trivially easy for a mage to make. Easier for clerics.Solauren wrote:Spellcaster over-powering is the easiest thing in the world to deal with.
It's called a Heavy Crossbow/hit them so they have to start making Concentration checks.
And that's if they even get hit in the first place, which a well prepared mage won't be.
Locks: Wands, wands wands. Very small amount of resources consumed and you can keep throwing locks all you like.Solauren wrote: Wizard picking the lock: Waste of a spell slot
Stealth Better then a Rogue: For a short period of time / Uses Spell slot
Scout better then a ranger: For a short period of time / uses spell slot
Punch better then a Fighter: For a short period of time.
How do I deal with these issues?
It's very simple really.
If the wizard keeps using Knock, I toss more locks at them to deal with. He'll run out eventually.
Stealth is handled by traps (doesn't matter if you're sneaky when you stop on a preasure plate), which Wizards are horrible at finding
Scout better then a Ranger - If you mean via familiar, well, familiars make good eating
Punch better then a fighter - More combat encounters. Drain the wizard of offensive spells.
Eventually, the wizard will figure out 'huh, I better save my spells for when I need them'.
Like when they run into the creature that's 3 or 4 CRs above the group level, and they could have really used that Fireball he wasted on a small group of orcs.
Traps/Stealth: Summon creatures to trip traps.
Scout: Summon creatures again. Invisibility, intangibility, etc. Hard to eat what you can't see or touch.
Also, scrying spells and crystal balls. Who needs a person to walk ahead when Clairvoyance lets the mage see what's coming a day in advance? Perfect time for him to choose his spell loadout.
Punching better than a fighter: Wands and Rods.
And using a fireball against something 3 or 4 CR high is stupid.
A true mage's death dealing power comes from save or die/save or suck. Only pyromaniacs or less informed players would use a Fireball over say... Stinking Cloud or an area effect grease (if the enemies can't fly)