Arlough
Explorer
I, personally, like the idea of a wizard having a "go-to" spell or two that they use for damn near everything, with big effects needing to be prepared in advance.
I also liked the premise (if not execution) of rituals, being the bag of tricks so the wizard didn't have to memorize knock for half his spells.
When I played 2nd edition, nobody played a wizard unless we were starting out at much higher levels because they didn't want to only be able to to things a few times per dungeon.
When I played 3rd edition, everybody thought about playing wizards, and decided to jump over to sorcerers instead so they could have more flexibility.
And in the end, in both games, we ultimately ended up with a golf bag of the appropriate wands, because predicting what the DM would throw at us really meant either being prepared for everything, or keeping our character sheets secret and getting lucky.
Honestly, if there is no way to guarantee the players will always be able to contribute, I'll stick with 4th or move on to a different system.
I also liked the premise (if not execution) of rituals, being the bag of tricks so the wizard didn't have to memorize knock for half his spells.
When I played 2nd edition, nobody played a wizard unless we were starting out at much higher levels because they didn't want to only be able to to things a few times per dungeon.
When I played 3rd edition, everybody thought about playing wizards, and decided to jump over to sorcerers instead so they could have more flexibility.
And in the end, in both games, we ultimately ended up with a golf bag of the appropriate wands, because predicting what the DM would throw at us really meant either being prepared for everything, or keeping our character sheets secret and getting lucky.
Honestly, if there is no way to guarantee the players will always be able to contribute, I'll stick with 4th or move on to a different system.
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