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Companion thread to 5E Survivor - Subclasses (Part XIV: Wizard)
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<blockquote data-quote="DND_Reborn" data-source="post: 8833004" data-attributes="member: 6987520"><p>Well, most of the subclass features are not that great (for most subclasses), but that is true for much of 5E.</p><p></p><p>Since most games don't get past 10th level (if they even get <em>there</em>), I am not greatly concerned with the 10th and 14th level features...</p><p></p><p>It is unfortunate, because I think with minor tweaks they could be much better. Take Shapechanger (Transmutation 10th) for example. You only get it <em>once</em>, limited to just yourself, and CR 1 or lower beasts. But, instead of a 1 hour duration, make the duration until you lose concentration or use an action/bonus action to revert to your original form. Not a bit adjustment, but certainly makes it more interesting and useful IMO.</p><p></p><p></p><p>Agreed, but there are other things that defines "all wizards", such as Arcane Recovery, Ritual Casting, and Spellcasting in general (although that is for any caster...). Focusing on their <em>weakness</em> isn't a good design IMO. <img class="smilie smilie--emoji" alt="🤷♂️" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-2642.png" title="Man shrugging :man_shrugging:" data-shortname=":man_shrugging:" loading="lazy" width="64" height="64" /> (Unless it helps mitigate or remove that weakness... maybe.)</p><p></p><p></p><p>That would be better maybe, but I would prefer (for my <em>own</em> view of what makes wizards--well, wizards) would be to focus on the things I mentioned above: Arcane Recovery, Ritual Casting, and Spellcasting. My own take on wizards is they are the best (and rightfully should be!) at spellcasting. It is pretty much "what they do".</p><p></p><p>Clerics have Channel Divinity, Druids get Wild Shape, Bards have Inspiration, Sorcerers have Metamagic, and Warlock have Invocations. What do Wizards have? Better ritual casting is nice, certainly, but it comes at the expense of dependency on the spellbook. Now, that is also a great strength for them (in some ways) because it allows Wizards more potential versatility in their spell choices, but even that is sort of <em>meh</em> when you consider Clerics and Druids have access to <em>all</em> their spells every day.</p><p></p><p>Now, Bards, Sorcerers, and Warlocks have a much narrower selection of spells via Known Spells, but they don't need anything for them (e.g. the spellbook) and have other features to make up for that deficiency. How many times have I seen players dip into Warlock for 2 levels for Armor of Shadows and Devil's Sight, for instance? (Answer: a LOT!)</p><p></p><p>Scribes has some decent points, but the inclusion of the Awakened Spellbook ( <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> ) and phantom quill or whatever sort of makes them lame IMO.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8833004, member: 6987520"] Well, most of the subclass features are not that great (for most subclasses), but that is true for much of 5E. Since most games don't get past 10th level (if they even get [I]there[/I]), I am not greatly concerned with the 10th and 14th level features... It is unfortunate, because I think with minor tweaks they could be much better. Take Shapechanger (Transmutation 10th) for example. You only get it [I]once[/I], limited to just yourself, and CR 1 or lower beasts. But, instead of a 1 hour duration, make the duration until you lose concentration or use an action/bonus action to revert to your original form. Not a bit adjustment, but certainly makes it more interesting and useful IMO. Agreed, but there are other things that defines "all wizards", such as Arcane Recovery, Ritual Casting, and Spellcasting in general (although that is for any caster...). Focusing on their [I]weakness[/I] isn't a good design IMO. 🤷♂️ (Unless it helps mitigate or remove that weakness... maybe.) That would be better maybe, but I would prefer (for my [I]own[/I] view of what makes wizards--well, wizards) would be to focus on the things I mentioned above: Arcane Recovery, Ritual Casting, and Spellcasting. My own take on wizards is they are the best (and rightfully should be!) at spellcasting. It is pretty much "what they do". Clerics have Channel Divinity, Druids get Wild Shape, Bards have Inspiration, Sorcerers have Metamagic, and Warlock have Invocations. What do Wizards have? Better ritual casting is nice, certainly, but it comes at the expense of dependency on the spellbook. Now, that is also a great strength for them (in some ways) because it allows Wizards more potential versatility in their spell choices, but even that is sort of [I]meh[/I] when you consider Clerics and Druids have access to [I]all[/I] their spells every day. Now, Bards, Sorcerers, and Warlocks have a much narrower selection of spells via Known Spells, but they don't need anything for them (e.g. the spellbook) and have other features to make up for that deficiency. How many times have I seen players dip into Warlock for 2 levels for Armor of Shadows and Devil's Sight, for instance? (Answer: a LOT!) Scribes has some decent points, but the inclusion of the Awakened Spellbook ( :rolleyes: ) and phantom quill or whatever sort of makes them lame IMO. [/QUOTE]
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