Which is really just saying it's hard to get through without some form of magical healing. Just like it's hard to get through without some way of finding and disabling traps. Or opening locked doors. Or identifying magic items. And so on.
Yes. What it isn't hard to get through without is someone who swings a sword
and doesn't do anything else that an extra warm body wouldn't. Someone who can swing a mace pretty well, and wear plate armour, and get spells could cover that role without trouble.
I'm really not sure what you mean by that. No one on the "casters are better" side of the debate are happy about caster superiority. It's not like "Neener, neener, you fighter players are so duuuummmbbb."
We simply want to be able to play any class without feeling like we have to play poorly to not come across as game-wrecking douchebags.
I don't often do this, but QFT.
You don't have to play poorly to not be a glory hog. If there's a rogue in the party who wants to invest in opening locks, don't plan to rely on knock. Or if he says he's interested in investing his skill points elsewhere, go ahead with the knock wand. Coordinate your builds and plans to complement each other, not dominate the encounter.
Of course. But how does it end up? The rogue defeats all the easy locks - and then comes running to the wizard for help when he fails on one. And at mid levels or above either the wizard is
stupid and hasn't added knock to his spellbook (and probably prepared a couple of scrolls of knock) just in case something happens to the rogue or when the rogue gets into trouble doing what he does best he turns to big brother (the wizard) for help. And big brother smiles and steps in.
Note that this isn't as big a problem with the sorceror. With the sorceror you can easily avoid adding spells to your spellbook without having to justify it. And you can't make scrolls for spells you don't know. A 15th level wizard in a high magic campaign without as useful and cheap a spell as
Knock in their spellbook should just add the letter D to their pointy hat.
From what I'm seeing here, you approach the game as if it's all about problem solving - defeating the encounter as efficiently as possible. But some players don't approach the game like that. I think it's a lot of fun to roll crits as a fighter and I know a lot of other players who have fun just slinging the dice to see what happens rather than try to find the fastest way to defeat the encounter.
Oh, indeed. And when the encounter isn't a seriously threatening one that's fine in character and out. But when the encounter is an actually dangerous one, not defeating it quickly and efficiently is
risking their life, your life, and very possibly the fate of the world just to give the fighter an ego-rub.
Thatis the sort of wizard you need to play to play the way you want him to.
And frankly I refuse to play that sort of semi-suicidal jackass. I'll play a wizard who buys the fighter flowers, complements him/her on his/her appearance, and even throws games of cards to him on occasion. But there are limits. And those limits are long past when there's a Balor in the house.
If you've got fellow players like that and you're always trying hit the "win button", you're pretty much swinging your dangly bit without caring about the teamwork involved in having a fun game regardless of whether you took out the bad guys in the fastest way or not.
OK. Here is the scenario you are insisting on in character. You are going into high risk situations to take on scary creatures like Dragons and Balors with very high stakes on the line.
Limiting your options so the fighter can have fun (and possibly die) is your recommendation. And doing that as a sorceror (or other spontaneous caster) is fine. Sorcerors don't get to pick their spells in character. Wizards, druids, and clerics
do. And neither wizards, druids, nor clerics can be both stupid and unwise. (Wis or Int as casting stat). What this means is that
In Character your non-spontaneous caster knows he is quite literally patronising the fighter. And knows that he is risking the fighter's life and his (or her) own just to give the fighter an ego trip. That ... is an intense character restriction.
This leaves me with two options for high level wizards. Roleplay a patronising and more than slightly suicidal idiot or roleplay and be a jerk.
I like the wizard archetype and want to play one. But with that choice above for mid level and above 3.X wizards, I refuse to pick either option. Which doesn't stop me wanting to play a wizard.
Does this explain the problem? And do you have any solutions other than to object to people pointing out the problem?