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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="Zaruthustran" data-source="post: 3962470" data-attributes="member: 1457"><p>I think what they're doing is making specialist wizards more special. </p><p></p><p>As far as I can tell, the generic Wizard as described in 3E simply doesn't exist in 4E. The 4E Wizard is instead an Evoker. They probably should have called it that, rather than keep the old Wizard name. </p><p></p><p>It's kind of like how if you want to play "A guy that uses a sword to overcome foes", you can be a Ranger, a Fighter, a Rogue, a Warlord, or a Paladin. Many flavors of essentially the same guy. They all use the sword; it's <em>how]/i] they use the sword that's different.</em></p><p><em></em></p><p><em>Same with magic. 4E magic (or "arcane") is a power source used by many classes, and it's <em>how</em> the magic is used that's different. 4E wizard? Evocations. Fire and thunder, wind and lightning. Explosions and bursts and magic missiles. It's all Tim the Enchanter stuff. Later classes will have the beguilers and necromancers and diviners and whatnot. I bet rituals (and multiclassing) will let you dabble in other methods of using magic, but your core abilities will be defined by a single approach to the arcane.</em></p><p><em></em></p><p><em>I *like* that change. I like that a wizard can't cast a big fireball on one turn, summon a critter on the next, and ensorcel a mind on the third turn. For the same reason, I like that my rogue can't lay on hands and enter into a rage. D&D is class-based, and the old 3E Wizard--a swiss army knife of powers that can literally duplicate ANY other class--just doesn't fit the game.</em></p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 3962470, member: 1457"] I think what they're doing is making specialist wizards more special. As far as I can tell, the generic Wizard as described in 3E simply doesn't exist in 4E. The 4E Wizard is instead an Evoker. They probably should have called it that, rather than keep the old Wizard name. It's kind of like how if you want to play "A guy that uses a sword to overcome foes", you can be a Ranger, a Fighter, a Rogue, a Warlord, or a Paladin. Many flavors of essentially the same guy. They all use the sword; it's [i]how]/i] they use the sword that's different. Same with magic. 4E magic (or "arcane") is a power source used by many classes, and it's [i]how[/i] the magic is used that's different. 4E wizard? Evocations. Fire and thunder, wind and lightning. Explosions and bursts and magic missiles. It's all Tim the Enchanter stuff. Later classes will have the beguilers and necromancers and diviners and whatnot. I bet rituals (and multiclassing) will let you dabble in other methods of using magic, but your core abilities will be defined by a single approach to the arcane. I *like* that change. I like that a wizard can't cast a big fireball on one turn, summon a critter on the next, and ensorcel a mind on the third turn. For the same reason, I like that my rogue can't lay on hands and enter into a rage. D&D is class-based, and the old 3E Wizard--a swiss army knife of powers that can literally duplicate ANY other class--just doesn't fit the game.[/i] [/QUOTE]
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4e Wizards - No More Necromancers, Enchanters, Summoners???
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