cynthialee wrote:...When we consider that after some time the heroes all tend to buy the best equipment they can get we end up with every hero save the Wizard capable of 3 dice ranged attacks (crossbows) and at least 3 dice melee, the Wizard is very flawed.
Part of this inequality lies in the unlimited shots of the crossbow. This can be partially addressed through a limited supply of ammunition that must be resupplied at a cost. This leaves comparatively more money for other Wizard upgrades such as potions, mercenaries, and daggers (I like recoverable 50-gold daggers that are lost on a black shield.)
cynthialee wrote:Even when we get to the point where the heroes are acquiring Artifacts, the Mage does not come up to the same power level of the rest of the party when we stay within the rules. Why play the Wizard when the rest of the group seriously out powers you by the time you get through a quest book?
Adding artifacts is the micro-expansion prefered way to house-rule exceptions that are easily referenced. Slev's cantrip thread inspired me to write up this Artifact Card for an early power up:
Wizard's Circlet
This mystical headband enables recovery
of cast spells. It can be worn only by the
Wizard. A Spell Card may be flipped rather
than discarded when cast. On his next turn,
the Wizard then uses a cast-a-spell action
and rolls a combat die. If a white shield is
rolled, flip the card back over and turn it
to the right for reuse. Discard the spell if
the roll fails or when it is cast again.
The
Wizard's Circlet guarantees casting the 9 chosen spells of the published rules but averages 13 cast spells without requiring any extra Spell Cards. Quest 1, The Trial, or Quest 7, The Lost Wizard, could be a good place to find it. With another spell group artifact, the
Book of Wizardry, the Wizard's Circlet's benefits could increase later to a min. of 12 spells with an avg. of 17, or a min. of 15 spells with an avg. of 20-21:
Book of Wizardry
Within the pages of this heavy tome lie
secrets of magical power. It can be used
only by the Wizard, enabling him to start
a Quest with as many spell groups as his
Mind score less three. The spells of a
group may be chosen twice and turned to
the left. Such spells are turned upright
when first cast rather than discarded.
Wizards of Morcar spells could be used, or the elemental spells of the Main Game System could simply be doubled up.
The Book of Wizardry combines well with the Talisman of Lore and more fully matches the Parchment Text featuring that artifact: "...which would enhance the wearer's understanding of magic."
Another Quest, The Lost Wizard, provides the fluff for a seemingly useless Mind-score buff that comes into its own with the Book of Wizardry:
Wardoz's Experiment
Reading these papers and spending 50 gold
coins on materials enables the Wizard to
increase his Mind score by one for a Quest.
Experimenting with this chaotic magic is
risky, however. Roll one red die and
reduce your Mind Points by the result. If
your Mind Points are reduced to 0 you
become a Zombie and the papers are lost.
Without a Psychic Recovery scroll or even a Potion of Restoration, the loss of Mind Points might outweigh the benefit of extra spells gained in combination with the
Book of Wizardry. Such is the price paid by those seeking a quick route to power through Chaos. Wardoz would tell you as much if he could still speak.
cynthialee wrote:My fix over the years has been to use Mind Checks in the game whenever possible.
Yes, Mind should matter. I go with Lore checks, which is a single die roll. A Barbarian and Dwarf must reroll a success, while a Wizard may reroll a failure. I plan a revised Hero Card with these exceptions on the front along with one or two other Hero-specific exceptions including Might rerolls. The Quest Notes can easily set the roll needed for success. I also have been working on other cards that call for such rolls. I'm strongly considering a Lore check for using a scroll, as well.
cynthialee wrote:...*Issue the Wizard three random potions before the start of every dungeon. These are considered to be crafted by the Wizard in his off time or gifts from Mentor. I would not allow the banking of potions as it could get to be a game rape in the wrong player’s hands. If there are left over potions, then the hero starts the game with the potions unused from last mission plus a random potion for any blank potion spaces. The reason for random is that this rule assumes the Wizard is collecting various potion ingredients as he goes about his day. If you find the ingredients for potion X but not Y then you make potion X.
Neat idea. To simplify record keeping which could be misremembered, I'd give such potions a shelf life of the current Quest. Each new Quest would see a lot of three new, random potions.