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01-17-2020, 01:57 PM | #1 |
Join Date: Oct 2015
Location: New England
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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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01-17-2020, 03:23 PM | #3 | |
Join Date: May 2015
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Re: Nerfing Staff
Quote:
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. |
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01-17-2020, 04:58 PM | #5 |
Join Date: Sep 2018
Location: North Texas
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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.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
Tags |
enchanted items, house rules, staff, wizards |
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