Mustrum_Ridcully
Legend
Alternatively, I would find it interesting if a Wizard was actually competent with his at-will non-magical attack. Gandalf (yes, he isn't actually a Wizard but an Angel yadayadayda) is pretty good with staff and sword.
It may be interesting to have classes start out mostly mundane - including the Wizard. The Wizard can cast a few spells per day, to compensate, the Fighter has more hit points or healing surges or hit dice or whatever. As the levels grow, every class becomes more innately magical. When you become, say a 11th level Fighter, you finally gain supernatural abilities - stuff that just isn't possible without some kind of "magic", just like Dragons and Giants are - but is not outright a spell either. He kinda needs it if he wants to continue fighting dragons and demons. At that level, the Wizard may gain access to some at-will magic that he can combine with his "mundane" attacks.
Even if adventureres are not "protagonists" or "heroes" or whatever, they have certain requirements to their life. They must be able to jump or climb pits, they must be able to sneak a bit, they certainly must be able to dodge a few attacks by angry humanoids or worse creatures - if they can't do that, the harsh realities of a dungeon will catch up to them, and they either adapt, or die.
There may be spellcasters out there that don't have a Wizard "martial" capabilities - but they just wouldn't be able to go out adventuring, they simply lack the physical endurance and agility to survive against goblin hordes or skeletons. They study magic in the relative safety of their libraries and study rooms. The best they may do is travelling, protected by servants, body guards or (very studious ones) by summoned creatures.
(And if you want to play one of them, there can be s a module for that, too - it requires you two play two or more chars basically, a servant that helps you with the physical stuff and can join the rest of the more typical adventurers most of the time, and the actual mage - a gameplay experience overall more akin to that of a Shadowrun Rigger).
It may be interesting to have classes start out mostly mundane - including the Wizard. The Wizard can cast a few spells per day, to compensate, the Fighter has more hit points or healing surges or hit dice or whatever. As the levels grow, every class becomes more innately magical. When you become, say a 11th level Fighter, you finally gain supernatural abilities - stuff that just isn't possible without some kind of "magic", just like Dragons and Giants are - but is not outright a spell either. He kinda needs it if he wants to continue fighting dragons and demons. At that level, the Wizard may gain access to some at-will magic that he can combine with his "mundane" attacks.
Even if adventureres are not "protagonists" or "heroes" or whatever, they have certain requirements to their life. They must be able to jump or climb pits, they must be able to sneak a bit, they certainly must be able to dodge a few attacks by angry humanoids or worse creatures - if they can't do that, the harsh realities of a dungeon will catch up to them, and they either adapt, or die.
There may be spellcasters out there that don't have a Wizard "martial" capabilities - but they just wouldn't be able to go out adventuring, they simply lack the physical endurance and agility to survive against goblin hordes or skeletons. They study magic in the relative safety of their libraries and study rooms. The best they may do is travelling, protected by servants, body guards or (very studious ones) by summoned creatures.
(And if you want to play one of them, there can be s a module for that, too - it requires you two play two or more chars basically, a servant that helps you with the physical stuff and can join the rest of the more typical adventurers most of the time, and the actual mage - a gameplay experience overall more akin to that of a Shadowrun Rigger).