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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4e Wizards - No More Necromancers, Enchanters, Summoners???
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<blockquote data-quote="Lord Ernie" data-source="post: 3961724" data-attributes="member: 58517"><p>And, pray tell, how well did a Necromancer, Illusionist, Conjurer, or Enchanter work in 3.x? Specialist wizards were not noticeably better at their specialty than others, the only relevant difference being the one bonus spell per level one was <strong>forced</strong> to spend on the specialization.</p><p></p><p>What's more, you can complain about niche protection all you want, but a class that's capable of doing basically everything is in general a Very Bad Thing (TM) when it comes to class balance. At high levels, any 3.x wizard - a general one, since they had no forbidden schools - could summon an army, scout ahead of the party invisible, handle any trap or lock that needed handling, charm and dominate his way in, and if he really needed to, blast the hell out of the enemy as well. Versatility is all well and fine, but any class as versatile as the 3.x wizard reeks of design problems.</p><p></p><p>Also, WotC has repeatedly stated that wizards still dabble in all kinds of magic, but that said dabbling will come forward alot more than it did in 3.x, and that the most powerful kinds of magic will be reserved for specialist classes. How is this a bad thing?</p><p></p><p>To address a few specific points:</p><p></p><p>AFAIK, it's only been confirmed clerics lose their summoning powers. From what we've heard, it's very likely that summoning, if it's in, will be a ritual rather than a spell cast in mid-combat. Which, IMO, is only a good thing.</p><p></p><p></p><p>Show me a 3.x Necromancer wizard who summons undead and I'll show you a Cleric who does what he does 10 times better. This is why classes like the True Necromancer were created in the first place - Necromancer specialist wizards excelled at one thing: save or die spells (and Horrid Wilting) at high levels. Their summons were not really all that great, and low-level necromancy was way underpowered anyway. And since save or die <em>is</em> going the way of the dodo, I reckon WotC is taking some more time to find a good way to define a Necromancer who does do well at what's he's supposed to be doing straight out of the box.</p></blockquote><p></p>
[QUOTE="Lord Ernie, post: 3961724, member: 58517"] And, pray tell, how well did a Necromancer, Illusionist, Conjurer, or Enchanter work in 3.x? Specialist wizards were not noticeably better at their specialty than others, the only relevant difference being the one bonus spell per level one was [b]forced[/b] to spend on the specialization. What's more, you can complain about niche protection all you want, but a class that's capable of doing basically everything is in general a Very Bad Thing (TM) when it comes to class balance. At high levels, any 3.x wizard - a general one, since they had no forbidden schools - could summon an army, scout ahead of the party invisible, handle any trap or lock that needed handling, charm and dominate his way in, and if he really needed to, blast the hell out of the enemy as well. Versatility is all well and fine, but any class as versatile as the 3.x wizard reeks of design problems. Also, WotC has repeatedly stated that wizards still dabble in all kinds of magic, but that said dabbling will come forward alot more than it did in 3.x, and that the most powerful kinds of magic will be reserved for specialist classes. How is this a bad thing? To address a few specific points: AFAIK, it's only been confirmed clerics lose their summoning powers. From what we've heard, it's very likely that summoning, if it's in, will be a ritual rather than a spell cast in mid-combat. Which, IMO, is only a good thing. Show me a 3.x Necromancer wizard who summons undead and I'll show you a Cleric who does what he does 10 times better. This is why classes like the True Necromancer were created in the first place - Necromancer specialist wizards excelled at one thing: save or die spells (and Horrid Wilting) at high levels. Their summons were not really all that great, and low-level necromancy was way underpowered anyway. And since save or die [i]is[/i] going the way of the dodo, I reckon WotC is taking some more time to find a good way to define a Necromancer who does do well at what's he's supposed to be doing straight out of the box. [/QUOTE]
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4e Wizards - No More Necromancers, Enchanters, Summoners???
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