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D&D Older Editions, OSR, & D&D Variants
4e Wizards - No More Necromancers, Enchanters, Summoners???
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<blockquote data-quote="Majoru Oakheart" data-source="post: 3962062" data-attributes="member: 5143"><p>The problem is most players don't take the time to step back and think about the problem with this method. Since the beginning of D&D, wizards(and probably clerics especially in 3rd edition) have been the most powerful class. The reason for this is because they were able to do anything they wanted to. Even specialists had a solution to nearly everything. They might sacrifice their ability to defend against 1 situation in 10 by choosing to specialize, but overall it wasn't a big deal.</p><p></p><p>Wizards were balanced with other classes PURELY based on the fact that they had limited spells that they had to prepare in advance and low hit points. However, they could get around nearly ALL of their disadvantages without losing their advantages.</p><p></p><p>Low hitpoints? Put points into Con, get magic items to increase your hitpoints, spells and magic items to increase your ac and saves and protect yourself from energy. And if all that fails, stay at the back of the party and allow the fighter to stand between you and the enemies.</p><p></p><p>Have to prepare spells in advance? Get scrolls of spells you don't use very often knowing you'll never need more than 1 or 2 of them during an entire adventure and write new ones before the next adventure. Most times you didn't need more than one of the same spell in any given day.</p><p></p><p>Limited number of spells per day? Simply rest after every fight so that you're always at full power. If that fails use wands and scrolls to get you through the extra fight or two if you run out of spells.</p><p></p><p>So, you end up with a class that has no specialty(their specialty is "anything magic can do") and whose disadvantages can be negated a good 80% of the time.</p><p></p><p>Contrast that with Fighter whose specialty is "hitting enemies with weapons" and the ranger whose specialty is "tracking and living in the woods", and the monk "move fast and hit people with my fists", and the rogue "disarm traps and find secret doors", the second edition cleric "heal people". Then we have wizard: "Solve all problems".</p><p></p><p>Of course, most people don't see a problem with this because they aren't looking at it from a game balance point of view, they are looking at it from a logic point of view. Their concept is "Wizards can fly all the time in books, of course wizards can fly. Wizards charm people in movies all the time, of course they can charm people. Wizards open locks with a spell in other games, why should they be weaker in D&D?" If you follow that logic to its conclusion, however, wizard will stay the most powerful class forever since there is almost nothing wizard should not be able to do. And every reason why the fighter needs to be restricted to its limited role and never become any better.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 3962062, member: 5143"] The problem is most players don't take the time to step back and think about the problem with this method. Since the beginning of D&D, wizards(and probably clerics especially in 3rd edition) have been the most powerful class. The reason for this is because they were able to do anything they wanted to. Even specialists had a solution to nearly everything. They might sacrifice their ability to defend against 1 situation in 10 by choosing to specialize, but overall it wasn't a big deal. Wizards were balanced with other classes PURELY based on the fact that they had limited spells that they had to prepare in advance and low hit points. However, they could get around nearly ALL of their disadvantages without losing their advantages. Low hitpoints? Put points into Con, get magic items to increase your hitpoints, spells and magic items to increase your ac and saves and protect yourself from energy. And if all that fails, stay at the back of the party and allow the fighter to stand between you and the enemies. Have to prepare spells in advance? Get scrolls of spells you don't use very often knowing you'll never need more than 1 or 2 of them during an entire adventure and write new ones before the next adventure. Most times you didn't need more than one of the same spell in any given day. Limited number of spells per day? Simply rest after every fight so that you're always at full power. If that fails use wands and scrolls to get you through the extra fight or two if you run out of spells. So, you end up with a class that has no specialty(their specialty is "anything magic can do") and whose disadvantages can be negated a good 80% of the time. Contrast that with Fighter whose specialty is "hitting enemies with weapons" and the ranger whose specialty is "tracking and living in the woods", and the monk "move fast and hit people with my fists", and the rogue "disarm traps and find secret doors", the second edition cleric "heal people". Then we have wizard: "Solve all problems". Of course, most people don't see a problem with this because they aren't looking at it from a game balance point of view, they are looking at it from a logic point of view. Their concept is "Wizards can fly all the time in books, of course wizards can fly. Wizards charm people in movies all the time, of course they can charm people. Wizards open locks with a spell in other games, why should they be weaker in D&D?" If you follow that logic to its conclusion, however, wizard will stay the most powerful class forever since there is almost nothing wizard should not be able to do. And every reason why the fighter needs to be restricted to its limited role and never become any better. [/QUOTE]
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4e Wizards - No More Necromancers, Enchanters, Summoners???
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