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How would YOU nerf the wizard? +
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<blockquote data-quote="Mecheon" data-source="post: 9329864" data-attributes="member: 6801776"><p>3.5E, but regardless its had Vancian casting on every edition except 4E and 5E which, yeah, aren't the wizard's peak.</p><p></p><p>Regardless though, I remain completely against anything along the lines of removing cantrips. That isn't where the wizard's problem is and will just absolutely clash with modern players interpretation of how a wizard fights. The wizard's problem, as said up-thread, is that it has all the spells when it needs them and its sub-classes are flavourless. It needs a distinct flavour that isn't just "All the spells". I especially don't want to bring Vancian casting back because, it just doesn't fit folks mental image of how wizards do their stuff in this day and age. Folks want to be playing like its Skyrim, not like its a over 40 year boook series that's completely irrelevant in this day and age</p><p></p><p>Limiting the heck out of the wizard spell list is the easiest one. Force the fact a necromancer and a transmuter will use very different spells. That's the simplest way to get stuff back on track for them, along with heaping flavour on those sub-classes. I'd also add in an option to collect spells elsewhere, as loot. Make wizards suffer hoping good loot for them drops. Let them live as martials do. Worked in Skyrim, can work in D&D</p><p></p><p>Also anything that's wizard emulating another class needs a higher chance of failing than if that class just did its thing naturally. If its a 2/6 chance for a rogue to lockpick something, then it needs to be a 1/6 chance at the very least for the wizard.</p></blockquote><p></p>
[QUOTE="Mecheon, post: 9329864, member: 6801776"] 3.5E, but regardless its had Vancian casting on every edition except 4E and 5E which, yeah, aren't the wizard's peak. Regardless though, I remain completely against anything along the lines of removing cantrips. That isn't where the wizard's problem is and will just absolutely clash with modern players interpretation of how a wizard fights. The wizard's problem, as said up-thread, is that it has all the spells when it needs them and its sub-classes are flavourless. It needs a distinct flavour that isn't just "All the spells". I especially don't want to bring Vancian casting back because, it just doesn't fit folks mental image of how wizards do their stuff in this day and age. Folks want to be playing like its Skyrim, not like its a over 40 year boook series that's completely irrelevant in this day and age Limiting the heck out of the wizard spell list is the easiest one. Force the fact a necromancer and a transmuter will use very different spells. That's the simplest way to get stuff back on track for them, along with heaping flavour on those sub-classes. I'd also add in an option to collect spells elsewhere, as loot. Make wizards suffer hoping good loot for them drops. Let them live as martials do. Worked in Skyrim, can work in D&D Also anything that's wizard emulating another class needs a higher chance of failing than if that class just did its thing naturally. If its a 2/6 chance for a rogue to lockpick something, then it needs to be a 1/6 chance at the very least for the wizard. [/QUOTE]
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