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How would YOU nerf the wizard? +
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<blockquote data-quote="fuindordm" data-source="post: 9329049" data-attributes="member: 5435"><p>Most of the ideas above are good ones.</p><p></p><p>The wizard class should give a different play style/experience compared to other full casters, as different from cleric/druid/sorcerer/bard as warlock is from all the rest.</p><p></p><p>Making their spells more powerful, but also take longer to cast and interruptible, would go a long way towards restoring this difference in play. Even war wizards shouldn't be frolicking on the front lines among multiple enemies. Having a wizard should change the whole tactics of the party. When one of their spells can make the difference, then the party should have a short-term objective to make sure the wizard casts it successfully instead of blithely doing their own thing. </p><p></p><p>Too many spell slots is a problem for all full casters; the solution is not specific to wizards. But a solution could be to create a spell progression that maxes out at 14 slots and slides over to higher levels:</p><p>L5: 4 3 2</p><p>L6: 3 4 3</p><p>L7: 3 4 3 2</p><p>L8: 2 3 4 3</p><p>L9: 2 3 4 3 2</p><p>L10: 0 2 3 4 3</p><p>L11: 0 2 3 4 3 2 </p><p>L12: 0 2 2 3 4 3</p><p>...</p><p></p><p>(As an aside, cantrips would be more interesting and less of a fallback action if at 5th level, instead of an extra damage die, their rider became more reliable--disadvantage on saving throw, longer duration effect, etc.)</p></blockquote><p></p>
[QUOTE="fuindordm, post: 9329049, member: 5435"] Most of the ideas above are good ones. The wizard class should give a different play style/experience compared to other full casters, as different from cleric/druid/sorcerer/bard as warlock is from all the rest. Making their spells more powerful, but also take longer to cast and interruptible, would go a long way towards restoring this difference in play. Even war wizards shouldn't be frolicking on the front lines among multiple enemies. Having a wizard should change the whole tactics of the party. When one of their spells can make the difference, then the party should have a short-term objective to make sure the wizard casts it successfully instead of blithely doing their own thing. Too many spell slots is a problem for all full casters; the solution is not specific to wizards. But a solution could be to create a spell progression that maxes out at 14 slots and slides over to higher levels: L5: 4 3 2 L6: 3 4 3 L7: 3 4 3 2 L8: 2 3 4 3 L9: 2 3 4 3 2 L10: 0 2 3 4 3 L11: 0 2 3 4 3 2 L12: 0 2 2 3 4 3 ... (As an aside, cantrips would be more interesting and less of a fallback action if at 5th level, instead of an extra damage die, their rider became more reliable--disadvantage on saving throw, longer duration effect, etc.) [/QUOTE]
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