Author Topic: Critique my Campaign Idea: A Party of all Wizards!  (Read 3408 times)

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Endarire

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Critique my Campaign Idea: A Party of all Wizards!
« on: January 08, 2009, 05:29:24 AM »
Points to Critique
What other changes do you believe would be prudent or necessary for this game to run smoothly?

House Rules & Setting Notes
Starting Out
-Any WotC source is allowed, pending my ruling.  No infinite or nearly infinite loops:  They just kill the game.
-We use a 30 point buy. starting at ECL1.  You have 200 gold to spend wisely.
-Magic-psionic transparency is active.
-As this is a low-magic, low-psionic world, I encourage someone in the party to take item creation feats.

Class Changes
-Wizards, Sorcerers, and Psions get 4 base skill points per level and may choose 2 skills to always be class skills.
-All Conjuration (Healing) spells from the cleric base list are added to the Wizard list as arcane Necromancy (Healing) spells of equal level.  Some healy-like spells from other schools, such as delay death (Spell Compendium 63) are also available.
-Likewise, all inflict spells are added to the Sor/Wiz list as arcane Necromancy spells.  Specialist Necromancers can automatically convert spells into cure or inflict spells like a typical cleric can.  (This is for the group's sanity.  I don't want everyone needing to spend weeks to rest between fights, especially with everyone as d4s, nor do I want PC-created undead to be an undue liability.)
-Sorcerers will be significantly modified to make them closer in power to Wizards.  Faster-than-normal Sorcerer progression options such as Loredrake or Greater Draconic Rite of Passage will be toned down or eliminated.
-Multiclassing is allowed, but starting a radically different class- like taking Barbarian at level 2- will require a significant amount of in-game training time.  There is no multiclass experience penalty.
-Certain classes aren't available because they're nonsensical.  For now the list is: Mage of the Arcane Order (Complete Arcane 48).

Feat Changes
-Leadership is allowed, but we'll discuss details about your cohort before you take the feat.  In short, the cohort's stats must be sensical.

Why all Wizards?
Wizards are my favorite class since they're physically weak but tactically strong.  Built correctly, they are one of the most powerful classes.  One of their primary weaknesses of a small number of spell slots at low levels is partially covered because there are so many Wizards in the party.

Logically, in my opinion, Wizards should rule the world.  After all, they have the desire if not the power.  (Maybe it's the other way around.)

Careful what you Ban!
Each school should be usable by someone in the group.  If you specialize, take these notes to heart:

Buffs, site protections, and dispel magic are typically abjurations.  While not every Wizard secures a base, every Wizard insufficiently protected has perished or worse.  Heavily fortified opponents pose more trouble to you and their protections may be your downfall.  Be careful about dropping Abjuration.

Summons, teleporation, crowd control, some direct damage, and even some buffs are conjurations.  A Conjurer would be expected to summon creatures and manipulate terrain to favor his allies, such as via summon monster, grease, solid fog, and benign transposition.  Conjuration is debatably the most powerful school, tied with Tranmutation.  Be very careful about dropping Conjuration.

Enchantment gets a bad rap as a small school with lots of redundanc as the vast majority of its spells are Mind-Affecting Will saves that offer Spell Resistance.  This is true, but where there are low Will saves, there are mind slaves, or at least more helpful NPCs.  Not every major civic figure will be strong of Will.  (Dominate person and charm monster last for one day per level!)  Be careful about dropping Enchantment.

Initially at least, your damage is from your spells or physical weapons.  You need not kill a foe to overcome its challenge, but there are times when being able to hurt things via magic missile, fireball, or scorching ray is helpful.  Evocation offers the famous wall of force and the ever-helpful contingency and sonorous hum.  Be careful about dropping Evocation.

Illusions typically offer Will saves and Spell Resistance, but their power is proportionate to your imagination.  Silent image can let you create illusionary creatures, walls, pits, spikes, and other dangers as well as make objects look less or more valuable.  (A Shadowcraft Mage (Races of Stone 120) turns illusions into painful reality.) Mirror image is one of the best buffs for any Wizard, and blur and displacement help ensure your survival.  Be careful about dropping Illusion.

Normally, Necromancy is an obvious school to drop.  In Allister, Necromancy is the school of life and death, meaning healers and would-be undead army commanders benefit greatly from cure, inflict, and reviving spells in this school.  Necromancy also offers the most potent debuffs.  Be careful about dropping Necromancy.

Buffs and some painful, long-term status effects are the primary purview of transmutation spells.  Time stop, polymorph, disintegrate, and flesh to stone are favorite transmutations.  As a school, Transmutation is arguably the most powerful, tied with Conjuration.  Be very careful about dropping Transmutation.

Campaign Overview
The campaign starts with a group of 4-6 ECL1s, preferably all wizards, sent through a portal from a magicopolis on their home plane to what they soon discover is a low-magic world.  Hopefully they'll soon realize their chance to take over and mold society into a formidable fighting force, or take refuge in an obscure location.

They'll probably come into contact with the organization controlling magic in this world.  Casters and magic items exist, but they're typically low power and kept out of the general populace's view.

Slowly or perhaps quickly, the group will draw attention to themselves.  Perhaps planar invaders will come to this low-magic plane and try taking over.  Perhaps the group will try protecting it.

Perhaps the group will want to return home.  In doing so, they may arrive to find the place as a warzone or a raided, deserted city.  (I haven't decided on how time flows in their home plane.)
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

JaronK

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #1 on: January 08, 2009, 06:17:45 AM »
Well, the thing is you've got a bunch of unnecessary house rules to help Wizards... but they're already one of the strongest classes out there.  If your PCs cut lose, they'll destroy the world (or rule it) VERY fast.  So be ready for that.  There's a lot of spells you may have to nerf, especially in a low magic setting, or you'll find that your PCs move other non casters around as though they were pawns as opposed to actual opposition. 

JaronK

BowenSilverclaw

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #2 on: January 08, 2009, 07:30:57 AM »
I take it you won't run this as a PbP?
It sounds like a lot of fun :D

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veekie

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #3 on: January 08, 2009, 07:50:25 AM »
Actually, running it straight, other than putting cure spells as necromancy(healing), seems fun. A class of wizard apprentices banished to a new, no humanoid magic(that is, theres magic, but only the monsters do, SLA style) world, to return as supreme overlords or not at all. Then you remove magic items from the game. Tasks may include taming the world, and they can do it the heroic way by genociding the monsters, or just burn everything. Hmmm, not too different after all...

Let them go any direction they want after, with the caveat that at any given time they have a wizard caster level of half their total levels.
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Epigenentheto, apoleia keraune hos timeis pteirei.
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woodenbandman

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #4 on: January 08, 2009, 06:23:23 PM »
Make them craft their own stuff, remove all scrolls from the game, and make healing spells available as potions. Make this the only spell available as a potion. They will have a very hard time survivng if they have to worry about their health pot supply.

This should make them more or less manageable until wish, shapechange, timestop, et al. Then it all goes to hell. do yourself a favor and kill them/let them win before level 16.

Endarire

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #5 on: January 08, 2009, 06:35:51 PM »
I expect them to take over this new world's society.  Part of the reason they were sent here was because of their society's pride.  Their society
in general stopped worshipping gods and instead worshipped Saints, arcanists and psions of great power that founded this society.  Certain gods feel vengeful.

Other apprentices sent to this world may start ruling other societies.  (There were more evacuees than the party, though most the high ranking officials stayed to fight.)

The characters and players should be smart enough to know that, at least initially, getting along with your fellow Wizards is a Very Good Idea (tm) since they can cover you.  They may be able to scribe scrolls for you to use.  They may let you prepare spells from their spellbooks.

Because of their upbringing, I discourage divine casters, especially clerics, because of what's happening at home.  The party may be able to rectify with some of the higher ups, but that's later.

This new world has magical beasts, dragons, undead, outsiders, and constructs, but no wish-based economy like on their old world.  One point of the campaign is to show how a great influx of magic shapes the world, and as a DM, I want to see just how powerful a group of Wizards could be since they have no lower tier classes to outshine..

There are humanoid societies, but the public generally sees magic negatively or suspiciously, and views most casters with similar suspicion that modern societies view politicians.  Another question is how the party will try to portray magic and themselves now that they're in this world.

EDIT: Regarding healing, I tried running a campaign with no one to heal and a reliance on cure potions.  People rarely used the potions and preferred to rest until fully healed.  The long rests annoyed me and the lack of healing annoyed the players.  I want people to enjoy their characters.

EDIT: Regarding magic items, as a PC and DM, I fail to see why there are so many item creation feats.  Besides Artisan feats, I feel there should be two nonepic feats, Craft Magic Item and Craft Contingent Spell, that allow the crafter to make magic items if they have the other prerequisites.  (Craft Wondrous Item and Craft Contingent Spell are the only item creation feats I've specifically picked as a non-Artificer, and often I trade the Wizard's Scribe Scroll for Improved Initiative.  So many items are Wondrous that the other feats rarely pay.)

I also eliminate body slot affinities because that stifles innovation.  (I like the thought of boots boosting my INT and Blizzard does too.)

« Last Edit: January 08, 2009, 09:19:12 PM by Endarire »
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

JaronK

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #6 on: January 09, 2009, 07:56:23 AM »
I also eliminate body slot affinities because that stifles innovation.  (I like the thought of boots boosting my INT and Blizzard does too.)

So, you like to think on your feet?  Good.

Anyway, this could be a very fun campaign if you can handle your PCs cutting loose like that.  If you can ride with it, great.  It really could be a blast, especially with properly creative players.

JaronK

veekie

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #7 on: January 09, 2009, 08:22:06 AM »
I also eliminate body slot affinities because that stifles innovation.  (I like the thought of boots boosting my INT and Blizzard does too.)

So, you like to think on your feet?  Good.

Anyway, this could be a very fun campaign if you can handle your PCs cutting loose like that.  If you can ride with it, great.  It really could be a blast, especially with properly creative players.

JaronK
Could be a blast in more than one sense too :D.
Explosions are weak for a mage, but fun nonetheless.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

BowenSilverclaw

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #8 on: January 09, 2009, 02:34:43 PM »
Especially at lower levels :)

"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

woodenbandman

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #9 on: January 09, 2009, 04:01:33 PM »
I think evocation is my favorite UMD school. Make me some bombs? Yes, please.

Endarire

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #10 on: January 09, 2009, 10:29:54 PM »
I dislike the notion of homebrewing geography, though hopefully my group won't realize if I rename Faerun's regions.

Where do you advise I go for adventure inspiration?
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

woodenbandman

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #11 on: January 10, 2009, 01:52:56 PM »
Make a selection of whiny NPCs with problems that could be solved magically?

I dunno, I just usually have something. Play to their motivations. if they want power, come up with a power x and a person y who has said power. Then let them figure out how to get it.

Also, throw tucker's kobolds at them, just 'cuz. That's an adventure, though not necessarily a hook.

Endarire

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #12 on: January 11, 2009, 10:19:50 PM »
Explain 'tucker's kobolds.'
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

brokenoakleys

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #13 on: January 17, 2009, 08:25:29 PM »
A couple of the spell casters should specialize in summoning and have augmented/enhanced summoning, so they can put summoned monsters and undead on the frontline as meat shields.

I'm not sure about allowing them access to cleric spells.  That seems to go against the grain of being an all mage party.  Part of the challenge for them will be getting healing and curing.



Sunic_Flames

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #14 on: January 18, 2009, 01:15:20 PM »
Explain 'tucker's kobolds.'

I think the idea is some completely ordinary, stock MM kobolds. With over 9,000 traps and such.

Also, Wizards are pretty damn good about not getting hit in the first place.
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Endarire

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Re: Critique my Campaign Idea: A Party of all Wizards!
« Reply #15 on: January 19, 2009, 08:01:56 PM »
I ran a campaign beginning at level 1 where the only healing was from items.  As DM, I felt bored waiting for everyone to recover after every fight.
Hood - My first answer to all your build questions; past, present, and future.

Speaking of which:
Don't even need TO for this.  Any decent Hood build, especially one with Celerity, one-rounds [Azathoth, the most powerful greater deity from d20 Cthulu].
Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"