Mezzer
First Post
I've recently been thinking about different ways to spice the wizard up, without necessarily changing anything too prominent; subtle and effective is more my style. One of the main issues I have with him is basically that he lacks a defining class feature which forces him to be creative, so to speak.
For example, strikers need to maneuver to get their extra striker damage, defenders need to mark people, and leaders at least have lots of abilities to play with. The wizard is somewhat lackluster in that department, in that he can just stand still and sling spells, and all his flexibility can be summed up in the fact that he can pick one of two dailies/utility powers he knows when he rests. All that wonderful flexibility is never gonna come into play; I'll just chose the one power I like and go with that, except on the extremely rare occasion in which I know that it won't be of any use.
And thinking along those lines, I came up with the following, as an addendum to spellbook part of the wizard's class feature. I'm still strugling to find a solution for the 'creativity' factor (there's only so much you can do with cantrips), but this might help spice up the 'flexibility' factor at least.

The pros: it allows you to actually take situational powers since you can adapt and use them on-the-fly (so to speak), it makes the Expanded Spellbook feat a much more solid choice (personally, I don't like it, but some people love it), and in short, it gives you that flexibility which wizards really should have, even within the confines of 4E.
The cons: it might make Expanded Spellbook a must-have feat, which is not a good thing (if you have something that's a must-have, it's a safe bet it's overpowered). Erm, that's all I can come up with as far as cons are concerned.
Having the choice of using basically any of your known daily spells (after one short rest) might be fairly powerful, but hey, why even have a choice if you can't actually make it? Anyway, I'd love to hear what you all think.
For example, strikers need to maneuver to get their extra striker damage, defenders need to mark people, and leaders at least have lots of abilities to play with. The wizard is somewhat lackluster in that department, in that he can just stand still and sling spells, and all his flexibility can be summed up in the fact that he can pick one of two dailies/utility powers he knows when he rests. All that wonderful flexibility is never gonna come into play; I'll just chose the one power I like and go with that, except on the extremely rare occasion in which I know that it won't be of any use.
And thinking along those lines, I came up with the following, as an addendum to spellbook part of the wizard's class feature. I'm still strugling to find a solution for the 'creativity' factor (there's only so much you can do with cantrips), but this might help spice up the 'flexibility' factor at least.
Here are the implications; you can swap out any daily attack power or any daily utility power you know after a short rest, so if you chose a encounter utility power, you're stuck with that for the day. Choosing a power of the same level removes the need to spell out utility/attack power in the wording, and prevents abuse. Unused is there for people who like reading into things so much they cross genres.After a short rest, you may swap any (unused) daily wizard spell for any other daily wizard spell you know of the same level.

The pros: it allows you to actually take situational powers since you can adapt and use them on-the-fly (so to speak), it makes the Expanded Spellbook feat a much more solid choice (personally, I don't like it, but some people love it), and in short, it gives you that flexibility which wizards really should have, even within the confines of 4E.
The cons: it might make Expanded Spellbook a must-have feat, which is not a good thing (if you have something that's a must-have, it's a safe bet it's overpowered). Erm, that's all I can come up with as far as cons are concerned.

Having the choice of using basically any of your known daily spells (after one short rest) might be fairly powerful, but hey, why even have a choice if you can't actually make it? Anyway, I'd love to hear what you all think.
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