Thread: Nerfing Staff
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Old 01-17-2020, 03:58 PM   #5
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default 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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