Thursday, December 21, 2017

How to avoid "Linear warriors, Quadratic mages"

"Linear warrior, Quadratic mages" has always been an issue in D&D (except in 4th edition). The basic premise is that warriors improve at a linear pace, while wizards improve exponentially. The wizard is pitifully weak at low levels, but at high levels the wizard becomes an almighty deity.

Wizards in 3rd edition/Pathfinder are regarded as Tier 1 classes:
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party.
For the uninitiated, read that description of Tier 1 again very carefully.

I didn't make this up folks. That's how ridiculously strong wizards are (were?) considered to be, at least at high levels. In every Tier list, Wizards will share Tier 1 with Clerics and Druids. But when folks mention Tier 1 classes in D&D/Pathfinder (excluding 4E and 5E D&D), they're usually thinking of the Wizard.

This problem is less evident in 5E, but you know we can do better. ;)

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5th edition D&D has toned this issue in a number of ways, such as:

1) Increased the recommended number of encounters  in a standard adventuring day to 6 to 7 encounters per day

Pathfinder (a.ka. 3.5E) recommends about 4-5 encounters  in a standard adventuring day (as each encounters should drain about 20% of party resources).

13th age (aka 4.5E) recommends 4 combat encounters  in a standard adventuring day.

By increasing the number of encounters, warriors classes are made much more relevant compared to spell-casters. Many weaker enemies spread out through multiple encounters calls for classes which can consistently keep dishing out damage and soak hits.

Contrast that to only having ONE gigantic encounter in a standard adventuring day. Spell-casters will unleash all their high value spells and thus completely overshadow their warrior allies.

Unfortunately, many DMs find they cannot run that 6-7 encounters over the course of a standard adventuring day. And hence, this measure didn't really work for DMs who stuff harder monsters into fewer encounters.



2) Revamp the concentration mechanic
Previously, a lot of the power of Wizards came from maintaining a huge number of buffs, summons and conjurations at the same time. Most of these have been an assigned to a revamped concentration mechanic in 5E. Spell-casters can only maintain concentration on one spell which requires concentration at a time.

5E's concentration mechanic was a considered a pretty big nerf.


3) Reducing the overall number of spells spell-casters gain as they level-up.

This is the crux of the problem in my opinion. The sheer number of spell-slots the wizard gains over the course of her career was staggering. Let's look at 3rd edition/Pathfinder's spell progression table for the Wizard:

3E/Pathfinder spell progression


Spells 0th1st2nd3rd4th5th6th7th8th9th
Lvl 131
242
3421
4432
54321
64332
744321
844332
9444321
10444332
114444321
124444332
1344444321
1444444332
15444444321
16444444332
174444444321
184444444332
194444444433
204444444444

At level 1, the lowly 3E/Pathfinder wizard casts 1 lousy level 1 spell and 3 cantrips per day. She can cast twice at level 2. She'd better get used to throwing DARTs at monsters for some time to come. Get some levels into the 3E/Pathfinder wizard however...

By level 20, the 3E/Pathfinder wizard has an incredibly ridiculous 32 spell-slots at level 20 (excluding cantrips). And this was back when each and every spell-slot must be filled with a specific spell beforehand, no changing halfway during the adventure. How on earth players are meant to keep track of 32 spells-slots as well as all the ongoing buff spells at high levels, I have no idea.

In Baldur's Gate 2: Throne of Bhaal, the famous CRPG which uses AD&D rules, a specialist wizard could have as many as 53 spell-slots by the end of the game. Fortunately, the computer will keep track of your many many MANY spell-slots for you.

Now let's compare to the 5th edition wizard.

5E's spell progression:

Spell-slots gained per level

spell 123456789
Lvl 12
23
342
443
5432
6433
74331
84332
943331
1043332
11433321
12433321
134333211
144333211
1543332111
1643332111
17433321111
18433321111
19433322111
20433322211

At level 1, the 5E wizard can cast two Level-1 spells per day. She also has an unlimited supply of cantrips. Better than the 3E wizard, but still pretty weak. At level 2 she can cast 3 level-1 spells per day. Murgh.

At level 20, the 5E wizard clocks in with 21 spell-slots, which is much more manageable than 32. However, 21 spell-slots is a very large amount of spells to be managing and book keeping. Worse, most of those spells are so low level that they have minimal impact on higher level games.

Having said that, someone actually did the math. 5E wizards still overtake the fighters in the later levels. Still, those power curves look much better than the Pathfinder/3.5E power curves. At least the 5E Wizard is not regarded as capable of doing absolutely everything, often better than classes that specialize in that thing.

But some fighters are still jealous of the power of the high-level wizard in 5E...


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You came here wanting to know how to fix wizards, right? At least make spell-casters more consistent?

Let's get this first point out of the way: As long as we use the traditional spell-slot progression, spell-casters will never be balanced nor consistent.

The problem, in my opinion, is that when spell-casters gain higher level spell-slots they also keep their lower level spell-slots as well.

Mind you, casters absolutely do need the higher level spell-slots to deal with stronger enemies and more difficult situations. That is why in 3rd edition and Pathfinder, casters eventually gain as many high level spell-slots as they have lower level spell-slots (4 each). What 3E/Pathfinder does NOT take into proper consideration is that spell-casters still have ALL their lower level spell-slots as well.

To compensate for keeping all those lower level spell-slots, 5E attempts to give spell-casters much fewer high level spells. This sort of works. But the wizards still has a very very tiny pool of spells at level 1 and 2. To help low level wizards out, 5E wizards can cast unlimited cantrips. Again, this kind of works. At least wizards are no longer depending on throwing 1d4 DARTS.

So what's the solution? The 5E devs actually delved a little into the solution with their work on the 5E Warlock. The Warlock has very very few spell-slots which refresh with a short rest, starting with 1 spell-slot and ending with 5 spell-slots. 5 spells per short rest is strong, but a far cry from the wizard. The big difference is that all these spell-slots are at max level.

Yes, that's the solution. Part of it anyway, in concept. Gain higher level spell-slots, dump the lower level spell-slots. This makes balancing casters so much easier: Game developers only need to account for the new high level spell-slots when balancing the casting power of the class against warriors. Not  having to also balance against the lower impact spells-slots which are becoming ridiculously numerous as the caster gains levels is a big deal.

Apart from the usual spell-slots, a certain key spell is made available at-will to Warlocks via "invocations": Mage Armor. The balance of the Wizard's defenses assumes that Wizards are always maintaining Mage Armor on themselves at higher levels. Mage Armor does not require concentration for this reason in-spite of being a long lasting buff spell. Warlocks do not need to waste their spell-slot on Mage Armor for this reason as well, in-spite of having light armor proficiency.

(On another note, in 5E the warlock is also the only class other than the Fighter to gain 4 attacks per Attack Action through the "Eldritch Blast" cantrip's rays. The "Eldritch Blast" cantrip is also one of the few cantrips which allows ability modifier damage to be added to EVERY attack through an invocation. Evocation wizards and Light domain clerics only add the ability modifier damage once.)

I bet the 5E devs know how to fix spell-casters. The just don't dare due to the backlash gotten from the D&D community after the sweeping changes made in 4th Edition D&D. Tradition dictates that spell casters keep a plethora of less useful lower level spell-slots as well as their huge number of more useful spell slots

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But the warlock's version of the spell slots were balanced for the Warlock, not the Wizard. After all, the Warlock has that excellent "Eldritch Blast" cantrip at her disposal.

There are ways to use the same concept and making it more suitable for more specialized spell-casters which don't have access to the powerful "Eldritch Blast" cantrip. Making spell-casters more consistent overall would be nice too.

For example,

Tier 1: Adventurer (3, 5, 3:2, 5)

Level 1: 3 Level-1 Spells-slots

Level 2: 5 Level-1 Spells-slots

Level 3: 3 Level-2 Spells-slots, 2 Level-1 Spells-slots

Level 4: 5 Level-2 Spells-slots


Tier 2: Heroic (2:3, 4:1, 2:3, 4:1, 2:3, 4:1) + Enc 1

Level 5: 2 Level-3 Spells-slots, 3 Level-2 Spells-slots,
+Encounter Spell: Level-1

Level 6: 4 Level-3 Spells-slots, 1 Level-2 Spells-slot
+Encounter Spell: Level-1

Level 7: 2 Level-4 Spells-slots, 3 Level-3 Spells-slots
+Encounter Spell: Level-1

Level 8: 4 Level-4 Spells-slots, 1 Level-3 Spells-slots
+Encounter Spell: Level-1

Level 9: 2 Level-5 Spells-slots, 3 Level-4 Spells-slots
+Encounter Spell: Level-1

Level 10: 4 Level-5 Spells-slots, 1 Level-4 Spells-slots
+Encounter Spell: Level-1


Tier 3: Paragon (1:4, 3:2, 1:4, 3:2, 1:4, 3:2) +Enc 1, Enc 2

Level 11: 1 Level-6 Spells-slot, 4 Level-5 Spells-slots,
+Encounter Spell: Level-1, Level-2

Level 12: 3 Level-6 Spells-slots, 2 Level-5 Spells-slots
+Encounter Spell: Level-1, Level-2

Level 13: 1 Level-7 Spells-slot, 4 Level-6 Spells-slots
+Encounter Spell: Level-1, Level-2

Level 14: 3 Level-7 Spells-slots, 2 Level-6 Spells-slots
+Encounter Spell: Level-1, Level-2

Level 15: 1 Level-8 Spells-slot, 4 Level-7 Spells-slots
+Encounter Spell: Level-1, Level-2

Level 16: 3 Level-8 Spells-slot, 2 Level-7 Spells-slots
+Encounter Spell: Level-1, Level-2


Tier 4: Epic (1:4, 2:3, 3:2, 4:1) +Enc 1, Enc 2, Enc 3

Level 17: 1 Level 9 Spells-slot, 5 Level 8 Spells-slots
+Encounter Spell: Level 1, Level 2, Level 3

Level 18: 2 Level 9 Spells-slots, 4 Level 8 Spells-slots
+Encounter Spell: Level 1, Level 2, Level 3

Level 19: 3 Level 9 Spells-slots, 3 Level 8 Spells-slots
+Encounter Spell: Level 1, Level 2, Level 3

Level 20: 4 Level 9 Spells-slots, 2 Level 8 Spells-slots
+Encounter Spell: Level 1, Level 2, Level 3, Level-4

Encounter Spells are spell slots that spell-slots are regained after 1 minute (but cannot be used on healing spells). One Encounter Spell of a higher level is gained every new tier and at level 20.

Rule: If a spell-slot of level X is used to cast a spell of level Y, then the caster regains a spell-slot of level = X-Y after casting.
So don't worry about wasting your high level spell-slots on lower level spells.

If you prefer to see that as a table:


levelSpell 123456789ValueTarget
1332.5
2555
32387.5
451010
51321312.5
61141515
71321817.5
81142020
91322322.5
101142525
1111412927.5
1211233130
1311413432.5
1411233635
1511413937.5
1611234140
17111414742.5
18111324845
19111234947.5
201111145450



-"*1" are Encounter Spells
-"Value" represents total value of spell-slots in combined spell levels.
-"Target" represents the target value that is appropriate, taking into consideration how PC warrior strength progresses in my system.

As you can see, the total value of combined spell slot levels increases in a generally linear fashion. Since these spell slots are interchangeable with lower level spell slots of the same combined value, combined spell slot levels are a good indication of the caster's rise in power.

I think it should be obvious that in this system, a Level-2 spell slot is exactly twice as potent as a Level-1 spell. A Level-1 spell, say Magic Missile, does 2d10 if cast using a Level-1 spell slot. It'll do an additional 2d10 for every higher spell-slot used.

In this spell progression system, players only need to manage 5 Primary spells-slots (other than at level 1). Even if you include all the low level Encounter Spells at level 20, at most the players need to juggle 9 spell-slots. Very manageable.

For example, if a player uses cards to represent the spell-slots, the player can easily fit all 5 cards representing Primary spell-slots in one hand and the cards representing Encounter spells in another hand.

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Since the Primary spell-slots (almost) always clock in at 5 spells, we can now recommend a rule of thumb to guide players how often to use their spells.

Assuming 4 combat encounters in a standard adventuring day, casters should try to limit themselves to casting one spell per encounter. Keep one spell in reserve in reserve for difficult encounters.

Level 1 casters should cast a spell once every 2 encounters, keeping one spell in reserve for tough encounters.

I would like to impress upon my readers how important it is to be able to actually recommend a guideline to players how many spells they should use per encounter. Players should read:

"Players who play full spell-casting characters are recommended to try to limit their spell-casting to one spell every two encounters at level 1, keeping one spell in reserve for tough encounters.
Beyond level 1, it is recommended to try to limit spell-casting to one spell per encounter, keeping one spells in reserve for tough encounters.
Spell-casters who do not ration out their spells in this manner are in danger of running out of spells when they really need it."

Because we have EXPLICITLY told players this guideline of 1 spell per encounter, players should expect to be punished for breaking this guideline. Players will be glad when they don't use their primary spell-slots in an encounter, because they know that they are "ahead of the curve". Using this guideline, players can keep better track of how much spells they have left relative to how many spells they need for future encounters.

Indirectly, this guideline is also an assurance to players that they are expected to only have to use one Primary spell-slot every encounter. Impressing this expectation on the players gives the players an idea of how many spells slots they actually need overall. Thus there should be much less feelings of "I don't have enough spells!". Perception and managing expectations is important to a player's enjoyment of the game.

The extra "reserve" spell slots help the players turn fights around regain traction in fights which turn south due to bad luck with dice rolls, thus reducing the RNG factor of the game. The reserve spells are also perfect for big boss fights and the players know it and expect it.

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There you go! So instead of linear warriors, quadratic mages, we have linear warriors, linear mages. Mages are now increase in power linearly, and I have the math to back up that claim.

1 comment:

  1. I like guideline. As to trimming off the number of spell slots, personally I would love to see trimming of number of spells instead. It's a time waster to wade through humongous pool of spells to determine what you want to learn/prepare.

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