In fairness though, the original PHB Wizard didn't have good control options for
at-will powers. The original at-will powers weren't great. The thing with this of course is that Arcane power - long before essentials - fixed this with new at-wills. Quite frankly essentials "fixed" something that was no longer a problem in the first place. Wizards were at no stage "underpowered" and even from the start were able to be immensely effective controllers - unless of course the person complaining was whinging they weren't able to instant win DnD anymore.
For some amusement of the general thread, not even the Wizard has as much stuff as the Fighter (though HoS will go a bit towards fixing that), who has 414 powers. The Wizard has 296. The runepriest has 80 powers. In terms of at-wills the Fighter has 17 choices, the Wizard 19 choices (plus HoS to come) and the Runepriest has... 4.
Which makes a column Mike Mearls wrote some time ago about not wanting to expand the games power bloat all the more ironic. Apparently adding more powers to the Wizard is expanding the game while adding some to the Runepriest would be bloat. Totally.
FireLance said:
Well, the fighter's no slouch in the options department, either: one-handed weapon fighter, two-handed weapon fighter, two-weapon fighter, battlerager, brawler, sword knight, warhammer knight (or was it some other weapon?), greatsword slayer, greataxe slayer, and I think there is another alternate class feature from Martial Power 2 (one handed weapon and no shield, or something along those lines).
I don't know how much of my increasingly rather bitter and sarcastic ranting for over the past few months you have read, but I equally hate the fact that the fighter has billions of powers as well. I am actually really consistent on these points - super consistent in fact. I have stated several times the fighter/wizard/cleric need to be put to bed with their teddy bear and other things supported. I would far rather not bloat the Wizard class further (but again, I guess bloat doesn't apply to wizards).
Agreed. Which is why I've been saying it should be implemented as a power choice. If it suits your playstyle, pick that power. If you don't, take something else.
Which either needs to be grossly imbalanced or be useless - as I've pointed out. Effectively this is a power that you could write be stunned for 2 rounds and do X. It's not efficient and in terms of 4Es overall framework doesn't work well. Especially given that we have a model in play for such effects in the Assassin and that doesn't work well at all - even with being able to find tricks to apply shrouds faster.
This isn't 3.x and every poor design decision in 3.x doesn't need to be in 4E.
But admittedly, there is an inherent reason why spellcasters tend to end up with more options than the martial classes: magic is not limited by plausibility
I don't really care what people find offensive to "THEIR IMMERSHUNS" to be absolutely straight. I didn't start playing and loving 4E because I was particularly worried about that in the first place. Nor do I want to see 4E degenerate into a system where you have pages of options for wizards while everyone else can go get stuffed. That's just really bad design in a system where everyone can have a spotlight. There are lots of classes in 4E and most of them deserve support just as much - actually I'll straight out say
far more deserving of support - than the Wizard. The Wizard has plenty. The fighter has plenty. Unless you have a really good argument that adds something truly great and unique to the game, I don't see a single reason why
either needs much more published for it.