For the most part, I will be speaking about the wizard classes, because that is the class I play the most, but I would like this thread to be about all suggested caster changes, so please, if you play one of the other classes, chime in! And now, on to the show!
For awhile I have felt that the Caster classes need some changes, especially the wizard, and so I would like to propose the following ideas:
1) Add a new casting class - Sorceror
I know many people will probably be against this idea, but I think the addition of the Sorceror base class would be a fun addition. It would bring the total roster of available characters to 13. The party card description could have an ability that says "Arcane Equipment - May use any items that a Wizard may use." so that it doesn't cause any confusion for tokens already printed.
For those who aren't familiar with how a Sorceror functions vs a Wizard, let me briefly explain. Sorcerors gain their power innately rather than study, as such, they know fewer spells but they can cast more times per day. Their casting works like a Bard casting in that they have a certain number of spells they can cast total, but they can use those spells to cast any spell they currently know. Their skill checks could be the same as the wizard, however. Also like the bard, their major stat is Charisma (which could play into the idea of multiple Follower tokens that Jeff mentioned at one point.
2) Replace the Elf-Wizard with the Sorceror
I understand there would be an additional cost to print an additional character card, so the Elf-Wizard could be replaced by the sorceror class. The same spells could be kept, but it would be modified to cast like the bard, rather than a carbon copy with slight modifications of the Wizard.
3) Change some of the spells
Overall, I thought the Wizard this year had a good selection of spells, and I wouldn't recommend any real changes. That said, the Elf-Wizard does need some changes. For one, why is Detect Magic even still a spell. It is functionally useless, and pretty much just gets me a snarky response from the DM. Everytime I've ever casted it, the only thing that happens is that the DM tells me "Magic is all around you." I understand in the past that it had a true effect, but now it just is a waste of a spell slot. Lesser Maze on the Elf-Wizard also doesn' make a lot of sense. It banishes the creature for 1 round allowing people to take an action and then Initiative is rolled. Does that action allow free attacks against the monster, or just an additional "buffing" round? If the latter, Room DMs usually give us a minute to cast those spells anyway at the beginning of the Room already, so once again, it's kind of a wasted spell. Also, lose invisibility, or let it target someone else. Not much point to it, when there are already plenty of tokens that have that effect (Cloak of the Vale, Cloak of Elven Kind, etc.)
4) Allow customization of spells through "Feat Tokens"
Someone has suggested the idea of Feat Tokens instead of equipment to allow for some interesting play options. I feel this suggestion would work great in that the token could be used to replace some of the spells on the party card.
Example:
FEAT TOKEN - Prestidigitation, replaces Detect Magic 0-Level
Creates non-magical item for 1 room
(This could be used to mimic any 1 gear item for use in affecting puzzles if someone doesn't have that particular token on them, such as Mortal & Pestle, Small Mirror, 10-ft pole, etc.)
5) Increase spell DCs/lower AC targets for Spells.
Currently, I believe the AC targets for Sliding spells (15) is a bit too high, and the chance to save (12) is too low for many of our spells, especially with any bonuses the monsters get. For example, I play a 5th level wizard, and our big spell is a 30 pt blast (1 per game) with a DC of 12. All in all, not bad. But when the monsters get a bonus to reflex saves, this number shrinks. This year, I cast the spell on the Treant in Lycans, and the DM rolled a 5 and said it saved (+7 to Reflex Saves at the minimum). Some, including myself, have suggested tokens that increase our DC's, but that is just more gear to carry around and show to DMs. I think it should just be built into the character's abilities. I would say raise the DC to 15 or 16, and lower the Sliding spell targets to 11 to 12. Or even better, completely get rid of sliding spells, and make everything a skill check. I feel it would save time.
6) Build some more bonus damage into the spells.
This is more for the 5th level wizard than anything else. In traditional D&D, when a wizard levels, his spells become more potent than they were before. Magic Missle for example would fire an additional missle (it increased every odd level). So my sugesstion is that the 5th level wizards 0, 1, and 2nd level spells should do more damage than the 4th level. Pump the magic missle from 8 to 11 to 12 to 13 for a 5th level wizard. I just think a higher level character should do somewhat more damage. I mean, when a redded out, 4th level barbarian/fighter/ranger is doing weapon damage + 15 every hit, and a fully purpled 5th level wizard is still only firing an 8 to 11 point magic missle, something is unbalanced. It feels a bit like we are being punished for playing a class that does not, or chooses not, to play a sliding clsss.
Well, that's my two cents on the matter. Chime in with your own suggestions.
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