Re: Nerfing Staff
My approach was two-fold... first, I limit access to the Wizard's Staff on Cidri (in my campaign it is a symbol of membership in the Wizard's Guild which must be earned) and second, they are no longer spells. The ability to create and attune a Wizard's Staff (or wand, etc.) is implemented as 'Powers' which in my game are supernatural abilities that characters may unlock only thru the expenditure of XP.
On the flip-side, however, the Wizard's Staves in my campaign are potentially more powerful than the current spell-based versions. It just requires more time and experience to build them up to that level.
I also think that the new 'occult zap' is probably the least interesting (and most problematic) aspect of the new Staff spells so I may be replacing that ability with something more flavorful.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos
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