For former Wizard fans stuck playing 4e...(Forked)

Forked from: "Stuck" playing 4e (i.e. unwilling converts)

Wisdom Penalty said:
And about my player who prefers 3e wizards: He's not immature or power hungry. Far from it. And I feel badly if my post seemed to convey that. When we played 3e, he very much was willing to take a back seat and let other characters shine in the appropriate situations. He just...I don't know - he just liked (likes) the 3e spellcaster archetype. He likes metamagic. He likes a satchel filled with scrolls. He likes fly, teleport, scry, and unending buffs.

He pretty much likes everything I, as his DM, learned to loathe. :)

I'm eternally grateful he hasn't done what one of Henry's players has done - slap down an ultimatum. I'm fearful that may happen at some point, and then I'm not sure what we'd do. If I catered to him and went back to 3E, I'd probably get served five other ultimatums telling me the other players will leave if we go that route. Woe is me.

He's giving it the ol' college try. What more can anyone ask? He knows he's one guy of twelve that prefers an older edition. When faced with that reality, he's doing the best he can.

WP

Basically, this is advice for these sort of players who preferred the Wizard above all else, and now find themselves playing 4E. The Wizard class isn't exactly the best home for what you do anymore, at least from a mechanics standpoint. I therefore have two recomendations:

1. Laser Cleric--For fans of the good old Wizard toolbox, in 4E skills are where its at. Dealing with situations outside of combat involves using Rituals and skills in 4E. A Wis/Cha Cleric gets the Ritual Caster feat for free, and Wis/Cha modify the largest number of skills of all ability scores, and many of the most critical ones. For this concept, I would recommend:

Taking Skill Training feats
Having at least 13 Intelligence and taking Jack of All Trades
Loading up on and learning how to best use Rituals
Focusing on buffbot(the Wizard used to do this well) and the more controllerish Cleric powers, of which there are many.

2. Fighter--for fans of the battlefield control Wizards used to pile on, I wholeheartedly recommend the Fighter class, strange as it sounds. No other class in 4E can lay down the level of control that a specific sort of Fighter can achieve, and that is the burst Fighter who seeks to mark as many enemies as possible and keep them locked down using his Combat Challenge/Superiority features. Fighters are 4E's version of Solid Fog. Come and Get It is your friend.
 

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Cantrips are where it's at. If your DM is following the advice in the DMG, you can get really creative with those simple spells.
 

Basically, this is advice for these sort of players who preferred the Wizard above all else, and now find themselves playing 4E. The Wizard class isn't exactly the best home for what you do anymore, at least from a mechanics standpoint. I therefore have two recomendations:
3. The DM should start doling out the rituals and situations where they are useful to let the wizard do some "classic" spells. Also, maybe work with the player in terms of what kind of magic items he might find more interesting (not necessarily level inappropriate.)
 

4.) You can always houserule that you can have a higher limit on the number of utility spells in your spell book, and that it takes a short rest to change one out.

It won't interfere with game balance, and will make the wizard back into a utility monster.
 

I've also considered allowing the Wizard to learn as many powers as they want...much like in previous editions, by finding spells in spellbooks and on scrolls. That way they can learn as many at-will, encounter, daily, and utility spells as they want, but can still only cast certain ones that they prepare each day. Gives them alot more versatility.

I like the idea of swapping "prepared" spells with a short rest, that's a good one.
 

Oh, one other thing...

for some spells, I would allow a wizard to alter the type of damage a spell does when they first choose a power, that way if they want to theme their character around a certain type of energy, say lightning, they suddenly have spells to choose from.

So if a spell normally does fire or cold, they can choose instead for it to do lightning. Once they choose that, it stays that way, no switching back and forth, but it does give them a bit more choice.
 

Cantrips in 4e make the wizard feel more like a mysterious magic user than an any other edition of D&D.

I started a wizard character and was shocked at how much fun he was to RP. You can whisper in people's ears, have a glowing hand turn the pages of your spellbook and pour your drinks, and do small magic tricks all day long. Your skill list isn't bad either, and you can grab a multiclass feat (I got Warlock for Bluff) or Skill Training to get more.

Yeah, you can't nuke the world in combat any more, but use your cantrips right, and you won't miss it.
 




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