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Have run and/or played in a 3e/3.5 game with no wizard? List thoughts/experiences
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<blockquote data-quote="Morrow" data-source="post: 4446279" data-attributes="member: 301"><p>My current group tends to be pretty light on wizards.</p><p></p><p>Our Freeport game went a long time without any full arcane caster. By 14th level the party had six levels of sorcerer and six levels of bard between them. Then a new player brought in a wizard and it completely changed the dynamics of the game.</p><p></p><p>Our Eberron mystery game went six levels with just a rogue, a ranger, and a monk, until I brought in a wizard cohort. </p><p></p><p>Our Savage Tide game has gone six levels with a barbarian, a druid, a cleric, and a rogue.</p><p></p><p>We're about to start a new 3.5 campaign with a barbarian, a fighter, a cleric, a druid, and a bard.</p><p></p><p>The first thing we miss without a full arcane caster tends to be the big flashy evocations. At higher levels we notice the lack of teleport type spells. Also, for reasons I don't understand we tend to be light on divinations even though you would expect the cleric to cover that. </p><p></p><p>The lack of wizard or sorcerer does tend to change the tone of the game somewhat. Big, fantastic magical things are still happening, but those tend to be things that are happening to the party rather than things that they are doing themselves.</p><p></p><p>We played the Age of Worms campaign for quite a while and made it from 1st to 13th level with a wizard (which I played) I'd say that at the mid and high end the game was just more unpredictable. If the wizard was having a hot streak, making good spell choices, getting through SR, and everyone was blowing their saves, we could really bowl over the opposition. If things weren't going his way he was just the squishy guy hiding behind the paladin. Judicious use of divinations like arcane eye made dungeon crawling a completely different experience. We weren't so into the scry-buff-teleport trick, but we did use divinations to decide how to prepare, and would occasionally decide that a particular part of a dungeon was going to suck, so we'd just teleport around it.</p></blockquote><p></p>
[QUOTE="Morrow, post: 4446279, member: 301"] My current group tends to be pretty light on wizards. Our Freeport game went a long time without any full arcane caster. By 14th level the party had six levels of sorcerer and six levels of bard between them. Then a new player brought in a wizard and it completely changed the dynamics of the game. Our Eberron mystery game went six levels with just a rogue, a ranger, and a monk, until I brought in a wizard cohort. Our Savage Tide game has gone six levels with a barbarian, a druid, a cleric, and a rogue. We're about to start a new 3.5 campaign with a barbarian, a fighter, a cleric, a druid, and a bard. The first thing we miss without a full arcane caster tends to be the big flashy evocations. At higher levels we notice the lack of teleport type spells. Also, for reasons I don't understand we tend to be light on divinations even though you would expect the cleric to cover that. The lack of wizard or sorcerer does tend to change the tone of the game somewhat. Big, fantastic magical things are still happening, but those tend to be things that are happening to the party rather than things that they are doing themselves. We played the Age of Worms campaign for quite a while and made it from 1st to 13th level with a wizard (which I played) I'd say that at the mid and high end the game was just more unpredictable. If the wizard was having a hot streak, making good spell choices, getting through SR, and everyone was blowing their saves, we could really bowl over the opposition. If things weren't going his way he was just the squishy guy hiding behind the paladin. Judicious use of divinations like arcane eye made dungeon crawling a completely different experience. We weren't so into the scry-buff-teleport trick, but we did use divinations to decide how to prepare, and would occasionally decide that a particular part of a dungeon was going to suck, so we'd just teleport around it. [/QUOTE]
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