Quintessential Wizard 4e -- Anyone have it?

catsclaw227

First Post
Hey gang --

I was looking for some reviews of the Mongoose 4e book for wizards, The Quintessential Wizard.

Has anyone bought it, what are your impressions? I read in another thread that a guy who got it wished he had time travel to undo his mistake. Was it that bad? Why? Was it mechanically sound and just bad writing? Poor editing and use of 4e system? Was it Munchkin or grossly underpowered?
 

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I have a copy and its a bit of a mixed bag like the previous series. It suffers from being written first in italian and them translated. It has background bonuses for new characters. It has several new types of implements including shields and hats. The powers list attempts to have a power of each energy type for each level. None seen over powered but lots are badly written. The feats include several where you can sacrifice a healing surge for extra damage. I foot have the book with me but i an happy to answer questions later
 

I got it, but due to my upcoming move haven't had a good amount of time to look at it. I did notice that most powers seemed to be a little better than most WotC ones (at least the few I read) and there didn't seem to be the same sense of balance in there as the core books.
 


It's horribly broken. I would advice against buying it unless you are willing to do a lot of work to fix the crunch. Which can be hard.
 

It's horribly broken. I would advice against buying it unless you are willing to do a lot of work to fix the crunch. Which can be hard.

Could I entice you to offer some examples? I purchased the book, but haven't focused on the powers yet and whether they are worth introducing into a campaign.

I already had the sneaking suspicion that some of the powers were likely too good. However, since I haven't been a 4e player yet (DM only so far), my experience with comparing powers is weak...
 

Could I entice you to offer some examples? I purchased the book, but haven't focused on the powers yet and whether they are worth introducing into a campaign.

I already had the sneaking suspicion that some of the powers were likely too good. However, since I haven't been a 4e player yet (DM only so far), my experience with comparing powers is weak...

One example is the metamagic feats. 1 healing surge for +50% damage? +1 healing surge for auto-crit? Not to mention that it pushes players towards the 15 minute workday - something I have no wish to be introduced again.
 

Not to mention that it pushes players towards the 15 minute workday - something I have no wish to be introduced again.

A significant portion of the playerbase had no concept of the "15 minute workday" as a problem until it was harped on extensively as a failing of 3e.

While to some extent it's accurate - theoretically, resting after every encounter, if possible, is a good strategy - it's kind of questionable to bring it up as often as it's brought up, because for a lot of people it was never a problem, and in a way where, unlike with people who think Fighters and Wizards were perfectly balanced against each other at all levels in 3e, they're not wrong.

Because instead of being a pervasive problem that had to be dealt with, it was an issue that only existed at a fraction of tables (as it was a player-end tactical and behavioral choice, rather than the numbers just not working out for you), and wasn't necessarily even a problem for every table it regularly occurred at.

On the other hand, those feats sound pretty crazy.
 

A significant portion of the playerbase had no concept of the "15 minute workday" as a problem until it was harped on extensively as a failing of 3e.

While to some extent it's accurate - theoretically, resting after every encounter, if possible, is a good strategy - it's kind of questionable to bring it up as often as it's brought up, because for a lot of people it was never a problem, and in a way where, unlike with people who think Fighters and Wizards were perfectly balanced against each other at all levels in 3e, they're not wrong.

Because instead of being a pervasive problem that had to be dealt with, it was an issue that only existed at a fraction of tables (as it was a player-end tactical and behavioral choice, rather than the numbers just not working out for you), and wasn't necessarily even a problem for every table it regularly occurred at.

On the other hand, those feats sound pretty crazy.

I am well aware that not all groups had the problem. I was speaking from a personal experience. My group started experiencing the 15-minute work day towards the end of 3.5, and I have no wish to re-instate it, and I think that introducing those feat would do just that. I hope that makes more sense.

Cheers
 

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