I have a
full-length text document explaining a good chunk of my thought processes, so this is going to be the TL;DR version.
First, I feel that the mechanical balance between power and control doesn't create the desired narrative from the books. Second, I've got players pushing to 'balance' wizards by removing the to-hit bonuses from control specialization. I came up with some ideas on how to adjust this, and would like to provoke a discussion. The below are given as starting points to help the conversation along. Tables should try to intelligently mix-and-match to find the right balance for your personal table.
Idea 0: Remove control bonuses to your to-hit rolls with evocation attacks (common 'fix' included as reference)
Idea 1: Roll excess control into power at a 2:1 ratio.
Idea 2: When taking backlash, only 'recover' 1 shift of power for every 2 shifts you prevent from going to fallout.
Idea 3: Combine 1&2
Idea 4: Remove weapon values from evocation attacks, and instead let the shifts of power add to your to-hit roll. Assumes Idea 0 included.
Idea 5: Halve the weapon value of evocation attacks
=== My Opinions ===
Idea 0 on it's own is a flat nerf to wizards that puts, IMO, too much emphasis on power over control. It weakens control significantly, but offers little in return. But it can be combined with other rules to create interesting results.
Idea 1 is probably my favorite, in a lot of ways. It makes control just as useful for maneuvers as attacks, and mixes very well with Idea 0. You can create a character who focuses on maximum power at the cost of taking stress, or a character that focuses on control at the cost of raw power. Or even just pick a balance of the two. Combined with Idea 0, I think this is something that should trigger a re-discussion on the balance of mental toughness and spellcasters.
Idea 2 introduces an interesting mechanic that I think is worth experimenting with, but is also a flat nerf. As such, I wouldn't include it with Idea 0, though it technically works well with it. If you do go that route, I'd argue that you *need* to allow wizards to take mental toughness or otherwise buff them a bit. Please note that this actually places a large premium on wizards doing manuevers, which *is* something I'd consider a net positive.
Idea 3, as per my notes, is probably not a good idea. 1 or 2 in isolation is interesting, but this really just creates a muddy mess. It definitely puts a much higher emphasis on either taking control of maneuvering to make best use of your power, but...
Idea 4 is an interesting idea. Wizards can still get their massive attacks and massive accuracy, but probably not at the same time. Instead of choosing up front if you want massive weapon values or perfect aim, you get 'both' -- but the more you need the aim, the more the weapons value goes away. Frankly, I don't think this one works well, I'm just including it to spark further discussion.
Idea 5 is something someone else came up with. It's an interesting idea worth considering, but it puts the emphasis on power for maneuvers again, which doesn't fit my original desires.
My personal option would probably be a mixture of ideas 0, 1, and 5, but I love idea 2 even though I know I'd never it get it past my table.t my table.