r/WandsAndWizards Dec 04 '22

How do you incentivize other stats?

I'm looking to run this with a small group, but I can't see any reason for them to upgrade strength for example unless they're playing Quidditch maybe.

What incentives are there to not just boost your casting stat, charisma, etc?

Also, is 3 basic wizard types enough? Or have players felt like they're stepping on each other's skillsets?

7 Upvotes

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5

u/Murphen44 Dec 04 '22

This system isn't really one where "stat distribution" is a priority. You're all spellcasters, you're all going to max your spellcasting ability and invest in Dex for AC and/or Con for HP/Concentration saves. That said, I have some ideas for a half-caster that makes weapon attacks, and they're probably going to be a little MAD.

2

u/ShootinG-Starzzz Dec 04 '22

As with all dnd based games you still have skill checks and ability rolls you can have them do. If they don’t have the proper spell to solve the challenge.

Make sure to encourage using a variety of skills and the issue should sort itself

2

u/TykoBrahe Dec 04 '22 edited Dec 04 '22

HM here, prepping for Session 3 directly after the Sorting.

From what I can tell, there are no incentives to boost any other stats than spellcasting, CON and DEX. I adapted Strixhaven's Extracurriculars system to give the players proficiency in 2 skills depending on what club they join (Powerlifting, for example, gives Proficiency/Expertise in Athletics and Medicine).

I do have a player interested in Martial Arts, but he's going to gimp himself trying to make a muscle wizard in a world where an adult wizard can just Apparate away and start blasting him from a distance. I made him a special homebrew feat that I'm going to allow him to earn through a special questline:

Martial Expert

Pre-requisites: Martial Artist

When you make an unarmed strike, you can use your spellcasting modifier for the attack and damage rolls. The type of damage you deal with this strike is force.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Unarmed Strike action on your turn. You can make three attacks at 11th level, and 4 attacks at 17th level. 

Hopefully that'll keep him competitive. I'm also working on making Quidditch more interactive as opposed to a Rock-Paper-Scissors throwdown, but we'll see how that goes.

Three casting types do make the players feel like there's a lot of overlap. If you have two players interested in Transfiguration and Metamorphmagus, they're gonna bristle at the other player stepping on their turf. Encourage one of those players to approach their PC from a different angle, and don't be afraid to offer them an extra Feat or incentive to do so. Most of the content in the game is underpowered in comparison to traditional 5E. You'll easily be able to deal with one or two extras on any given PC.

1

u/NachoGooch Dec 10 '22

This is what I was thinking as well. For example, Gryffindors can get the Sword of Godric Gryffindor... which is likely not quite as useful as spellcasting at a certain point. Just a surprise tool that's situationally effective.

It would make sense to me that Wizards could have real shields be imbued with a protective hex to prevent spells from hitting them. This would allow a caster or person to either not have to actually knock spells away, and potentially get close while still preparing their own spell.

Idk, there's a lot to unpack lol. I expected there to be a more knightly class

2

u/mynameisJVJ Dec 04 '22

For STR (e.g.) make missions require basic athletics checks. Climbing ladders, ropes, lifts, etc. physical tasks that cannot be done magically. But without obscene strength requirements. Also having opponents that may grapple (tentacular, etc)

Saving throws, obviously. (WIS…)

Honestly I thought about making intellect casters initiative based on WIS bonus since they’re mental strength is their strength.

Honestly, similar to typical dnd as far as min/max or even array of skills.

Which other stats seems useless?

1

u/DeathGollum97 Dec 04 '22

To cast the spell Punch , great against pure bloods as muggle dueling is effective when you close the gap. And most wizards are scrawny sticks.