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Are Wizards really all that?
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<blockquote data-quote="haakon1" data-source="post: 8754352" data-attributes="member: 25619"><p>Interesting. I have a game history perspective on this.</p><p></p><p>I haven’t played 5e beyond Tier I, but this same issue existed in all earlier editions: a strident “Wizards rule” assumption, when actual play doesn’t always seem that way.</p><p></p><p>Where Wizards shine (speaking generally, across generations of editions) is crowd control/mass fighting and their many unique abilities.</p><p></p><p>Where Fighters shine is in long strings of fight without rest … durability and not needing to recharge their abilities … which with Short Rest in 4e and 5e is not as big a deal.</p><p></p><p>Even if Wizards rule (perhaps?), the game began as literally a wargame (Chainmail) with Heroes and Wizards added to regular units. It never intentionally dissed or disliked Fighters.</p><p></p><p>AD&D 1e assumed Fighter was the most common class (on various tables), and it balanced “Wizards rule” in two ways that were later dropped:</p><p>1) XP tables were different by class. It was easier than the default of Fighter to advance as a Thief (later Rogue), but harder as an Magic-User (later Wizard, Sorcerer, etc.). </p><p>2) Squishiness, lethality, and starting super weak, at level 1. Tradition was, at least in groups I played with, every PC started at level 1. For an MU, that meant 1d4 HP, AC10, and 1 spell a day. An MU character survivor who reached 5th level - Fireball capable - was rare and celebrated.</p></blockquote><p></p>
[QUOTE="haakon1, post: 8754352, member: 25619"] Interesting. I have a game history perspective on this. I haven’t played 5e beyond Tier I, but this same issue existed in all earlier editions: a strident “Wizards rule” assumption, when actual play doesn’t always seem that way. Where Wizards shine (speaking generally, across generations of editions) is crowd control/mass fighting and their many unique abilities. Where Fighters shine is in long strings of fight without rest … durability and not needing to recharge their abilities … which with Short Rest in 4e and 5e is not as big a deal. Even if Wizards rule (perhaps?), the game began as literally a wargame (Chainmail) with Heroes and Wizards added to regular units. It never intentionally dissed or disliked Fighters. AD&D 1e assumed Fighter was the most common class (on various tables), and it balanced “Wizards rule” in two ways that were later dropped: 1) XP tables were different by class. It was easier than the default of Fighter to advance as a Thief (later Rogue), but harder as an Magic-User (later Wizard, Sorcerer, etc.). 2) Squishiness, lethality, and starting super weak, at level 1. Tradition was, at least in groups I played with, every PC started at level 1. For an MU, that meant 1d4 HP, AC10, and 1 spell a day. An MU character survivor who reached 5th level - Fireball capable - was rare and celebrated. [/QUOTE]
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