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Have you ever seen a wizard not maxed out?

Emirikol said:
Why does D&D have a rule that you need a minimum intelligence for spell levels when everyone does it anyways? There's no such rule for non-spellcasting classes. Why have a rule just to have a rule?

People tend to play to their strengths. I have no head for math or detail work, so I didn't choose 'aerospace engineer' for my class :)

But let's look at it from more of a world-building perspective. Probably some people with an 11 Int that get apprenticed to a wizard soon wind up pushed off onto someone else when the wizard realizes the kid will never be able to grasp more than the basics of his craft. But, even first or second level spells still puts you on a pedestal above a lot of other tradesmen.

Now, I have a LOT of wizards in my campaign that have an 11 or 12 Intelligence: it's where you get the 'hedge wizards' that run alchemy shops or bookstores or wizard supply shops and the like. They are the craftsman level of wizards, the guys who make a living doing things like Arcane Mark, Alarm, Comprehend Languages, Continual Flame, etc, as well as the advice that a few ranks in Spellcraft can give you. They make a handful of low level potions (which, for a lot of them, is why they themselves stay low level) or alchemical items. To me, when a thing talks about the number of wizards in a city... most of them are these guys, who will never ever be teleporting around, fireballing people, or laying waste to armies. They'll be struggling for their copper and silver coins like most tradesmen, doing odd jobs.
 

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Actually, yes.

One of my players ran a wizard with Int 13 as a wizard.

Why? Because he was fascinated by the concept of a wizard who was limited, thus had to be somewhat choosey in his spells.

Eventually he became bored with the process and split with the Rogue class, though.
 

Emirikol said:
Have any of you ever seen a wizard not maxed out for spells? For example, have you ever seen a wizard with an intelligence of 10 or 11 or more?
Sure, all the time. It's handy when multiclassing. For instance if you plan to only go as far as Wiz3, you will only be casting 2nd level spells, so you can get away with 12 Int.

The restriction does have value because it prevents the spellcasting stat from being a dump stat. I just created a minotaur Sor1 for an arena game; he needs 11 Charisma to cast any spells, but minotaurs have a -4 adjustment, so I had to put a 15 in that ability. That means he has that many fewer ability points to spend in Strength or Dexterity.
 

You'll see it more with divine classes than with wizards (since wizards generally multiclass so poorly) but it's a good rule. I've had a few characters who had to pay careful attention to securing stat boosting items or else they'd never able able to use their best spell slots.
 

Emirikol said:
Have any of you ever seen a wizard not maxed out for spells? For example, have you ever seen a wizard with an intelligence of 10 or 11 or more? Is it just a foregone conclusion that a wizard will ahve the intelligence necessary to cast all the necessary spells?

Why does D&D have a rule that you need a minimum intelligence for spell levels when everyone does it anyways? There's no such rule for non-spellcasting classes. Why have a rule just to have a rule?

jh

I played a first level Magic User in a 1e one shot who had the minimum int for learning 1st level spells. I think that was a 9. I had a light spell and a dagger. So I played him like Rambo and got by on attitude. It was a lot of fun.

I think the spells known should not be limited by intelligence. Bonus spells and save DCs are sufficient to make the abilities attractive to the casters and you should not need a 19 in your main ability score to do your class' main scthick at high levels IMO.

A rogue with a 10 dex instead of 19 misses out on +4 in ability modifier but can still do full massive sneak attack and have tons of sneakiness and outrageous dex based skills at 20th level.

A 10 int level 20 wizard can cast cantrips.
 

I think it's believable. Magic isn't exactly easy. Do you really think Fugg the slack-jawed half-ogre, who can't count his fingers, would be able to comprehend the writings, preparations, and ramifications of being able to open planar rifts and hurl meteors around?
 

deco said:
I think it's believable. Magic isn't exactly easy. Do you really think Fugg the slack-jawed half-ogre, who can't count his fingers, would be able to comprehend the writings, preparations, and ramifications of being able to open planar rifts and hurl meteors around?
Only if he's pretty. :)

A sorcerer can fling meteors around even if he's dumb as a rock, as long as his Charisma is high enough.
 

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