by iKarith » May 20th, 2021, 7:46 am
Cool items or perhaps rethinking the spells a bit. Your homebrew helps that a bit, but the wizard is kind of a flaw in the NA rules because they basically took their cue from Gygax who hated the wizard and wanted to cripple the class so nobody would want to play it. Fantasy writers either found a literary way to balance magic (it induces fatigue or carries a risk or a price), or failed to do so and simply make the wizard unavailable for most of the quest (Tolkien).
The EU wizard isn't so bad. And I always wondered why people hated the wizard so much. He could take out any of the low or moderate level monsters without much effort, and he had one super OP attack he could use to either save his bacon if need be, or to go a long way toward taking down one of the boss-level monsters in the quest.
Except as I've said elsewhere, the NA game nerfed him. Any chance he ever had of dealing more than 1CD of damage was ripped away because Wizards Don't Fight. (And that's why it was Thorin Oakenshield who took Glamdring, The Foe Hammer, a blade feared by any servant of Mordor who fought in the Goblin wars, right? Oh wait, THE WIZARD TOOK THAT SWORD. And then he used it and the Secret Fire in concert to slay a dark fire demon servant of Morgoth who's basically freakin' Satan in Middle-Earth! Wizards don't fight my fuzzy albino a…anyway, right, so they've been known to use things like swords from time to time.)
As for attacks … he's got a pretty high chance of getting 1BP against a single enemy, but not much higher than a dwarf, barbarian, or even an elf with a weapon upgrade. And the fact he can do it at range, so can they if the weapon you upgrade them with has range.
He's got one attack that does twice that. This one is a little more powerful, because as enemies get stronger, it's hard to guarantee you'd get two hits in on them, even with upgraded stats. You'll probably get one, but you'll not get two consistently. (Of course the wizard isn't consistent either, just … more likely than not.)
And he has these unless the boss enemy uses fire magic, then most quests TAKE AWAY both of those attacks, even against the lowliest goblin.
His other attack is literally a physical attack, defended against like any other. It does 5CD of damage, which is impressive until the other characters start getting weapons that routinely do 4CD and have access to buffs that'll give them more. It does happen.
But the NA wizard still is a great support character, right? He has all these things like sleep which … works best on enemies with low mind points, which all of the high body point bosses have in abundance, and which for some reason explicitly doesn't work on undead because wE cAn'T hAvE tHe WiZaRd Be tOo PoWeRfUL…
The NA game set out to make the wizard suck to the point nobody wants to play the wizard, and they largely succeeded. Gygax failed to do it with D&D because players were so creative, but HQ is a more rigid game with codified rules of exactly what can be done and when, and they constantly put "everyone can except the wizard" on everything. They took away his equipment. They nerfed his weapons. The only reason the wizard ISN'T explicitly weaker than the other characters fighting unarmed is because they didn't come up with the metrics several players have to make him even more pathetic and un-fun to play.
And on one hand you always hear complaints of how nobody wants to be the wizard, and on the other everyone continues to play into this stereotype that the wizard has to suck that hard.
Even with your homebrew, the wizard mostly winds up a tagalong waiting for the boss fight (if there is one) and a chance where his spells might be used in a clever way at the end to actually do something cool—like that time when we all had to get that Ragnar dude out of the dungeon to stop the reinforcements coming in and overrunning the whole place. Wasn't that cool when the wizard gave him speed and the ability to walk right through the enemies to … oh wait, he didn't. That was the elf.
I mean, the wizard could've done it, and from the moment I realized that was a strategy, I planned for the wizard to do it, but turn order managed to work out to make it better for the elf to do it with items. He did get to roid rage the dwarf to just mow down a wall of orcs a turn or two later than I originally planned it, but I think that was his major spell use in the entire quest. If he had another, it was to throw a bit of fire at some wandering monster because he couldn't really defend himself otherwise like one of the actual heroes. I typed that, realized what I wrote, what it sounds like, and what it means. And that's the problem with the NA wizard: He just doesn't feel like he's on the same level as the other heroes.
Your homebrew gives him back most of what the EU wizard had for upgrades, and he starts to become pretty powerful after he becomes a champion (forget dwarf with a crossbow, what would an elemental have done to a dozen orcs if he's saved his spells to summon one?) But the vanilla game makes the wizard seem inadequate to the task, because he is.
But if you give him swords and armor, why would he not just be a more powerful but slightly squishier elf? And if he could throw a large number of spells at everything, why wouldn't the standard tactic be for the barbarian to meat shield the door while the wizard blows up everything in the room from a safe distance?
I'm not sure what fixing it looks like just yet, but I've come to some conclusions.
[list=]
[*]Magic needs to be as effective at getting you through the quest as a weapon and armor. If it doesn't, why wouldn't you just play one of the others who has those things going for them? ("Because the game mechanics say that there are three fighters and one wizard" is not a good answer—in fact, it's the problem: Someone's "stuck" playing the wizard!)
[*]If magic is MORE effective than combat, nobody's gonna want to play anything else, because the wizard can clearly just take out everything and somehow has the means to either prevent loss of BP or recover lost BP well enough to keep pace with the others. It's the same problem, in reverse.
[*]To accomplish the above, the wizard would need to have some magical ability that was either always available, but not much different than a standard 2CD attack against an adjacent monster, or which gave him some worthwhile trade for doing lesser damage. And perhaps he's only starting with two spells and must purchase others, the way others purchase weapons.
[*]The idea that he doesn't wear traditional armor might make sense, but he should likewise have magical protections that function in place of armor. Maybe with interesting effects. Like, rock skin is a spell he'd pay a more powerful wizard to teach him, but … he would prepare it in advance (so starts with it) and must spend a mind point in fatigue to re-cast it on himself or someone else. It's a buff he BUYS like the others, but there's all sorts of ways to lose a BP if you're not careful, and if you do, your rock skin shatters. Do you risk being exhausted later when you need spellcasting for things that aren't your basic magic attack?
[*]This works best if basic monsters are usually generally okay to attack with whatever you've got, but that some are strong against physical attacks but weak to magic, and others resist magic but don't resist the great spell of Stabmore very well.
[/list]
That last one poses an interesting mechanic because if you've got a basic, familiar magic-based attack or can use some basic weapons like other characters, you've got the means to hold your own. And you can have magic-based stat increases, sure. But those cast inside the dungeon are limited by your mental strength.
But this system is incomplete because the idea that some spells cost MP to cast and others do not is weird, there are artifacts that require effectively the wizard or elf to be able to use them because nobody else has enough MP, and that gets weird if you can't use them if you've cast a spell or two? No, weird. Also, the expansions add stuff to attack MP instead of BP so that they have technically sort of used MP in some way … yeah that's weird all on its own.
MP being useful to defend against spells is interesting, especially since it allows for a wizard's duel where two powerful magic users start out throwing spells at each other (along with physical attacks, maybe?) and trying to weigh: Do I use this spell? It may affect my opponent, but it will leave me more open to his spell in response… How aggressive do you feel, and how much risk are you willing to take?
I don't think this notion of fatigue being equal to mind points quite works with the HQ scale of mind points, which is why the notion that some spells would be automatic or prepared in advance. If they're not, maybe your fatigue scale is some multiple of your mind points and you spend them to cast things like your rock skin? Or perhaps they start at some fixed number, but you can spend money between quests to train for more mental stamina at ever-increasing prices? Maybe there would be potions that relieve fatigue to give wizards back some of their ability to cast? Maybe those potions are a little dangerous to use and can sometimes "relieve" your fatigue at the cost of a mind point?
Not fleshed out yet, but I think I'm starting to be on a road that will eventually get there. I don't know if I like the idea of having mind points be separate from fatigue points which serve the same purpose. I think you'd introduce a new stat which replaces mind points and have a correlation to them for the standard game.
Like I said, not fleshed out yet.
<InSpectreRetro> All hail Zargon!!! Morcar only has 1BP.