WayneLigon
Adventurer
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.