So, who or what is the ultimate in battlefield control?They have a spellbook to switch out daily spells with, and their powers are the penultimate in battlefield control.
So, who or what is the ultimate in battlefield control?They have a spellbook to switch out daily spells with, and their powers are the penultimate in battlefield control.
So, my 3.5 campaign is still running and we've only had one trial run of 4e. I speak very little from experience.
One of the main concerns -- probably the biggest, actually -- my group has with moving to 4e is wizards and the way magic works. I don't think any cares about clerics, but wizards are a big deal.
The grognards are really concerned about the limited number of "cast it now" spells in 4e. After the playtest, the player who picked up the wizard was pretty ticked about it. Actually, I think he spent the last half of the session stewing. His isn't the only complaint I've heard, either.
My take on it is that the magic system reads a lot like I think magic works in the Harry Dresden novels. Harry has a few tricks that he can pull out at will. Everything else is a time-consuming ritual. This doesn't bother me. In fact, I've always hated that there was nothing a wizard could do that he couldn't do quickly or that identify was treated just like magic missle in terms of whether you could cast it.
There are also concerns about "gimping" wizards in 4e, but I think that's more wizard-centric players than anything else. I've said before that I think they may have gone too far with invisibility effects, but I won't miss the teleporting and flying.
So, who's got some actual play experience? Is there anything to these concerns?
So, I ran some numbers, just to see how things fell. I decided to see how 3.5 and 4e compare in raw "spells per day". I'm not really a wizard player -- rogue is more my style -- so the assumptions may be a bit off.
Basic assumptions:
- Hit points scale differently. This means comparing damage output is irrelevant. That's why I'm comparing number of spells.
3e assumptions:
- Wizards start with an 18 int and max it out as possible. This means all stat gains go into INT and wizards attempt to gain Tomes of Clear Thought.
- Corollary: INT increases +2 every four levels. This may not be entirely accurate, but linear scaling works well.
- Epic feats are used to gain higher level slots. Again, not necessarily perfect, but a reasonable average.
- Rings of Wizardry, feats, etc. are not counted because they represent an explicit opportunity cost in other areas that would not be reflected here.
3e results:
Code:Level Daily Spells 1 2 10 23 20 51 30 59
4e assumptions:
- Encounter, utility, and at-will spells count for more than one slot each day. Some utility spells are daily, but this is balanced by at-wills being, well, at-will.
- Corollary: Encounter, utility, and at-will spells are counted twice at heroic tiers and thrice at paragon/epic tiers.
- The availability of rituals is equivalent to roughly half as many "slots" as the number of powers otherwise available.
4e results:
Code:Level Powers Ritual "slots" Effective Spells 1 4 2 9 10 9 5 24 20 14 7 44 30 17 8 51
So, I'd say the 4e wizard doesn't fair that poorly.
Snip...
So, I'd say the 4e wizard doesn't fair that poorly.
Wow, way to fudge the math there!
Actually, in my group, it's not the power that players are missing, but the versatility. Good riddance to save-and-dies and polymorph -- but they're missing creative spells like illusions and conjurations. Now wizards are just artillery.
I for one will certainly allow any wizard player to modify their spell selection to include new spells if they wish - whatever fits their concept...
Actually, if you use the retraining rules as-is in the book, you won't even need to.That is one nifty thing about 4e, that they developed from the 3e concept -- though it's a bit less "believable," the ability to retrain means that new sourcebooks etc. will already have a mechanism for players to swap out stuff at a gradual level, instead of dramatically respecifying their character.
The problem with wizard versatility is that all combat is now "Kill the enemy." There's no illusions to draw the enemy away or subdue them or whatnot. Hell, Maze does damage and lasts seconds.