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Community
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*Dungeons & Dragons
In Defense of the Lore Wizard
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<blockquote data-quote="Dualazi" data-source="post: 7031716" data-attributes="member: 6855537"><p>Hawk Diesel and Hemlock have really brought most of the points I wanted to make to bear, but yeah, in my opinion there’s little to salvage here.</p><p></p><p>From a conceptual point of view, this guy just exists to both steal the sorcerer’s thunder while simultaneously fixing a huge number of wizard weaknesses. As Hemlock noted, the wizard’s spell prep is designed to be a double-edged sword; huge potential for power, and equal potential to screw yourself if you do it poorly. The lore wizard turns it into pure power in multiple ways and obviates virtually all possibility of error.</p><p></p><p>While he doesn’t have twinning capability (and the prevalence of this as the last bastion of sorcerer relevance is worth discussing as well), the Lore wizard essentially gets 5 meta-magic options (type change, save swap, force damage, range, DC increase) at a time when the sorcerer has a piddling 2. In fact, I don’t think the sorcerer ever catches up to this, save maybe at level 20. Regardless of whether or not the options are good or not (and they are), this should be huge cause for alarm.</p><p></p><p>Prodigious memory is probably the least of a problem in a vacuum, this is true. But as it stands it simply combos too well with all of the other junk the Lore wizard gets.</p><p></p><p>Master of Magic: Yeah, no, absolutely not in virtually any incarnation. As I mentioned in my initial response in the UA thread, this is an ability that was likewise present in Pathfinder, one of the crunch-heaviest incarnations of D&D ever, and it was considered top tier for years (and still might be). This ability is simply broken, full stop, end of story. It gives incredible utility/campaign flexibility, it can be used on the fly in combat, and there are no downsides to its use. This is the stuff that wrecks campaigns, in my experience, it’s an option with limitless potential that scales with every single spell-list expansion that occurs within the 5e lifetime</p><p></p><p>Basically the class has way too many incredibly powerful options that synergize way too well with each to ever see the light of day. I also don’t think it changes the way a wizard plays, so much as it just makes it better numerically.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7031716, member: 6855537"] Hawk Diesel and Hemlock have really brought most of the points I wanted to make to bear, but yeah, in my opinion there’s little to salvage here. From a conceptual point of view, this guy just exists to both steal the sorcerer’s thunder while simultaneously fixing a huge number of wizard weaknesses. As Hemlock noted, the wizard’s spell prep is designed to be a double-edged sword; huge potential for power, and equal potential to screw yourself if you do it poorly. The lore wizard turns it into pure power in multiple ways and obviates virtually all possibility of error. While he doesn’t have twinning capability (and the prevalence of this as the last bastion of sorcerer relevance is worth discussing as well), the Lore wizard essentially gets 5 meta-magic options (type change, save swap, force damage, range, DC increase) at a time when the sorcerer has a piddling 2. In fact, I don’t think the sorcerer ever catches up to this, save maybe at level 20. Regardless of whether or not the options are good or not (and they are), this should be huge cause for alarm. Prodigious memory is probably the least of a problem in a vacuum, this is true. But as it stands it simply combos too well with all of the other junk the Lore wizard gets. Master of Magic: Yeah, no, absolutely not in virtually any incarnation. As I mentioned in my initial response in the UA thread, this is an ability that was likewise present in Pathfinder, one of the crunch-heaviest incarnations of D&D ever, and it was considered top tier for years (and still might be). This ability is simply broken, full stop, end of story. It gives incredible utility/campaign flexibility, it can be used on the fly in combat, and there are no downsides to its use. This is the stuff that wrecks campaigns, in my experience, it’s an option with limitless potential that scales with every single spell-list expansion that occurs within the 5e lifetime Basically the class has way too many incredibly powerful options that synergize way too well with each to ever see the light of day. I also don’t think it changes the way a wizard plays, so much as it just makes it better numerically. [/QUOTE]
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In Defense of the Lore Wizard
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