Deekin
Adventurer
In a recent free patron post, Mike muMearls rrells talks about high-level wizards, identifying the problems with playing them and how to fix them.
https://www.patreon.com/posts/148007088
I'll agree with him on one of the problems with high-level wizards is that they have too much to keep track of:
However, his solution is quite radical and eyebrow raising
Though he at least recognizes one of the major problems with 5e:
https://www.patreon.com/posts/148007088
I'll agree with him on one of the problems with high-level wizards is that they have too much to keep track of:
Looking at a wizard, by 11th level they have 5 cantrips, 16 prepared spells, and 16 spell slots. There is no hint of an organizational scheme, other than the hierarchy of slot levels. At 18th level, they have 5 cantrips, 23 prepared spells, and 20 spell slots. If we assumed that each spell was a quarter page, the spell descriptions they need to understand run about 7 pages. That's longer than the rulebook for many boardgames!
I think about 20% of players feel comfortable and have fun with this cognitive load. Even then, though, it comes at a price. We only have so much energy to put into the game. Spending this much time and effort on magic detracts from other parts of the game.
However, his solution is quite radical and eyebrow raising
To slim down the burden, we need to reduce the load and narrow the class by quite a bit. We'll do this by offering an alternative set of class features starting at level 11. This new progression, called the paragon wizard, allows you to hop over from the level 1 to 10 complexity progression to a new one that matches the core game's power growth but offers significantly streamlined play.
Here's what I propose for the paragon wizard:
Let's dump cantrips. At this level, they clutter the character sheet and rarely offer a good option. That's five spells you don't need to think about.
Let's keep spells and slots of levels 6 and higher. That tops out at six spells total, a reasonable slate. Plus, at high levels its fun to cast crazy spells like gate and wish. I don't want to create a version of epic play that dumps the stuff we're looking for. Remember, we want the game to be EPIC. We'll get people to play these levels by giving them something aspirational and exciting.
For each spell slot of level 6 or higher, the wizard can prepare one spell.
Spell slots of levels 5 and lower are replaced with a new advancement. Casters can now prepare any 5 spells of their choice (including cantrips, if one is a good fit for you) in addition to ones for level 6 and higher slots. They can spend 1 minute to study a spellbook and swap out one of those spells for another one.
A wizard gets five level 5 spell slots. They regain those slots when they take a 1 minute rest. Is that busted? It sounds powerful, but compared to what other characters can do I think it's reasonable. Fireball cast with a level 5 slot does 10d6 to everything in an encounter. That's 35 damage. At level 11, you can expect to fight CR 8 and higher creatures in numbers. Those monsters have well over 100 hit points. The fireball leaves a mark, but it is not much of one. As you'll see with the fighter, that output looks nice but falls short of classes throwing attacks down range. If we re-orientate epic level encounter building to big fights rather than a war of attrition, this should work.
Though he at least recognizes one of the major problems with 5e:
One more note about the paragon wizard - it gets proficiency with all saves and expertise in ones you already have. Epic tier play is when saving throws become your primary defense. Leaving characters rolling a raw stat mod and nothing else is asking for trouble. We'll bandage that issue by giving every paragon character proficiency in all saves.

