I wrote three stupidly long posts on the Paizo forums some time back, so I thought I'd repaste them here with the recent interest in wizards. I split it into three parts for easier reading.
Part one: The problem.
I'm going to not talk about combat. Instead, I'll hit something that bothers me far more - narrative power.
See, casters have all the narrative power. If you want to effect the campaign or the setting itself, you need a spell caster to do so. The fighter is limited to...well, look at the name. He's limited to things he can fight. More skill based classes have some bigger ups, but ultimately also fall behind.
To give an example, let's look at what players can do at level one.
The fighter can hit things with a weapon.
The wizard can put people to sleep, detect magic, charm others, use minor telekinesis, summon fog, or animals, or invisible servants, comprehend all languages, hypnotize, create a magical floating cargo disk, move twice as fast, etc, etc.
At level 3, the fighter can now hit things with a weapon and maybe do one combat trick moderately well.
The wizard can magically lock items, detect surface thoughts, throw out a powerful gust of wind, turn invisible, conjure illusions and images with sound, alter his appearance, magically open any lock, repair anything, conjure an extradimensional space to hide or sleep in.
See where I'm going with this?
Even when you count in skills, it doesn't quite work, because skills start low and end high, while spells start at "Works," with the only variation being "Not Works."
Spellcasters have all the narrative power. For every problem that exists, there's a spell to fix it. if you can think of a long, overreaching campaign, then the wizard could theoretically do all of it on his own.
"Cirno," you say, "the wizard can't do all of that, he's limited by spell slots!" Yes, that's true. In fact, I would state that the level 3 wizard is the best one (more on this later). But the fact is, spell casters eventually get enough spell slots to render the argument moot. Even beyond that, wizards have a hilariously large array of spells that allow them to rest whenever they damn well please. And, quite frankly, the x/day limitation isn't a good one either - being able to control the universe only once per day isn't that bad of a deal, really.
So, the problem seems somewhat clear. Non-spell casters are limited in what they can individually do. This isn't a problem, mind you - it's actually a good thing. It has some heavily flaws I'll be hitting later, but the big problem is simply that there's no holds on what spellcasters can do in terms of narrative ability.
Mind you, it's not just that spellcasters do lots of things, it's that they actively take the roles of other classes with their spells. Spells can let you go invisible and silent, or unlock and open trapped doors and chests. They can charm others. Turn yourself into a bigger, more powerful monster. Heck, summoning spells alone give you an absurd variety of abilities.
Part one: The problem.
I'm going to not talk about combat. Instead, I'll hit something that bothers me far more - narrative power.
See, casters have all the narrative power. If you want to effect the campaign or the setting itself, you need a spell caster to do so. The fighter is limited to...well, look at the name. He's limited to things he can fight. More skill based classes have some bigger ups, but ultimately also fall behind.
To give an example, let's look at what players can do at level one.
The fighter can hit things with a weapon.
The wizard can put people to sleep, detect magic, charm others, use minor telekinesis, summon fog, or animals, or invisible servants, comprehend all languages, hypnotize, create a magical floating cargo disk, move twice as fast, etc, etc.
At level 3, the fighter can now hit things with a weapon and maybe do one combat trick moderately well.
The wizard can magically lock items, detect surface thoughts, throw out a powerful gust of wind, turn invisible, conjure illusions and images with sound, alter his appearance, magically open any lock, repair anything, conjure an extradimensional space to hide or sleep in.
See where I'm going with this?
Even when you count in skills, it doesn't quite work, because skills start low and end high, while spells start at "Works," with the only variation being "Not Works."
Spellcasters have all the narrative power. For every problem that exists, there's a spell to fix it. if you can think of a long, overreaching campaign, then the wizard could theoretically do all of it on his own.
"Cirno," you say, "the wizard can't do all of that, he's limited by spell slots!" Yes, that's true. In fact, I would state that the level 3 wizard is the best one (more on this later). But the fact is, spell casters eventually get enough spell slots to render the argument moot. Even beyond that, wizards have a hilariously large array of spells that allow them to rest whenever they damn well please. And, quite frankly, the x/day limitation isn't a good one either - being able to control the universe only once per day isn't that bad of a deal, really.
So, the problem seems somewhat clear. Non-spell casters are limited in what they can individually do. This isn't a problem, mind you - it's actually a good thing. It has some heavily flaws I'll be hitting later, but the big problem is simply that there's no holds on what spellcasters can do in terms of narrative ability.
Mind you, it's not just that spellcasters do lots of things, it's that they actively take the roles of other classes with their spells. Spells can let you go invisible and silent, or unlock and open trapped doors and chests. They can charm others. Turn yourself into a bigger, more powerful monster. Heck, summoning spells alone give you an absurd variety of abilities.
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