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2024 Player's Handbook Reveal: "New Wizard"
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<blockquote data-quote="FrogReaver" data-source="post: 9391194" data-attributes="member: 6795602"><p>They are (at least at higher levels). People do tend to overstate the degree of their OPness in most games as players usually don't use the really broken stuff (simulacrum, etc), but not being as OP as people claim in normal campaigns isn't the same as not being so at all.</p><p></p><p>I find more commonly that people see 'bad' wizard players and conclude wizards are nothing special.</p><p></p><p></p><p>I don't find the subclasses are irrelevant in 2014 at all. There are some that don't get playstyle defining features till way later though (conjuration as an example of good late game features - unbreakable concentration on summons and extra temp hp for them, really changes the calculus on how effective such spells are).</p><p></p><p>Evoker - You get to fireball on top of the party. This significantly changes how wizards play.</p><p></p><p>War Mage - You can lean heavily into the initiative boost and nearly always go first. Open the encounter with a strong control spell before the enemies and your allies can engage.</p><p></p><p>Divination - 6th level feature lets you cast spells like arcane eye/clairvoyance/scrying for relatively little cost which opens up a very different playstyle.</p><p></p><p>Bladesinger - Provides high AC and concentration while opening up a melee playstyle. Can feel a bit generic unless you really lean into the melee aspect.</p><p></p><p>Essentially the value of particular spells in a particular circumstance changes depending subclass.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9391194, member: 6795602"] They are (at least at higher levels). People do tend to overstate the degree of their OPness in most games as players usually don't use the really broken stuff (simulacrum, etc), but not being as OP as people claim in normal campaigns isn't the same as not being so at all. I find more commonly that people see 'bad' wizard players and conclude wizards are nothing special. I don't find the subclasses are irrelevant in 2014 at all. There are some that don't get playstyle defining features till way later though (conjuration as an example of good late game features - unbreakable concentration on summons and extra temp hp for them, really changes the calculus on how effective such spells are). Evoker - You get to fireball on top of the party. This significantly changes how wizards play. War Mage - You can lean heavily into the initiative boost and nearly always go first. Open the encounter with a strong control spell before the enemies and your allies can engage. Divination - 6th level feature lets you cast spells like arcane eye/clairvoyance/scrying for relatively little cost which opens up a very different playstyle. Bladesinger - Provides high AC and concentration while opening up a melee playstyle. Can feel a bit generic unless you really lean into the melee aspect. Essentially the value of particular spells in a particular circumstance changes depending subclass. [/QUOTE]
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2024 Player's Handbook Reveal: "New Wizard"
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