Nerfing Staff
With the powerful mana reservoir capability now in the higher staff spells, I've found some of their other powers to make staves too potent, and have adopted some standard house rules to nerf them:
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Re: Nerfing Staff
Allow only Staff I at character creation and let the wizards decide when it's worth 500 XP per step to improve it.
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Re: Nerfing Staff
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As mentioned before, I've split the new staff zap powers away from the mana staff powers... It's definitely worth it for the mana staff powers alone, if you're going to be surviving and getting XP enough to put points into that. The only way I see the zap powers counterbalanced in RAW is that it encourages wizards to get close to hostile figures, which may tend to get them killed more often than if they had stayed further from danger. |
Re: Nerfing Staff
The most broken thing about a Molly is the armor piercing snake. A dozen attacks for 1 fatigue. It helps that the snake is harder to hit and has more hit points than the wizard.
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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. |
Re: Nerfing Staff
The big sticks in the lore have either come from bound oaths (Odin) or bound spirits.
I.e. the contract written in the runes of the wizard's staff is a contract on himself. |
Re: Nerfing Staff
As I prepare to draft a new set of my own house rules for the Legacy era, I've nearly settled on eliminating all but Staff I, but including the mana stat in the basic Staff from the beginning (making it's size proportional to the experience and/or talents of the wizard). It also has a couple minor enhancements unique to my old group's house rules to make it more colorful and useful to beginning wizards, but these are minor tricks I already mentioned elsewhere. I'm sure I'm dropping the occult zap in its entirety.
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