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General Tabletop Discussion
*TTRPGs General
"I know the spell to solve the problem!"
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<blockquote data-quote="Stormonu" data-source="post: 5729724" data-attributes="member: 52734"><p>For the most part, spells should be something that gives the wizard the option to do something, not to "do everything better" or by himself.</p><p></p><p>For doors: </p><p>The rogue has his lockpicks.</p><p>The wizard has <em>knock</em>.</p><p>The fighter has his trusty axe or shoulder.</p><p>The cleric has his mace.</p><p></p><p>For traps:</p><p>The rogue disarms or bypasses them.</p><p>The wizard <em>dimension doors</em> past the ones he suspects are nearby</p><p>The fighter takes a few hit points damage and pushes through</p><p>The cleric follows the fighter's trail and <em>heals</em> the damage taken</p><p></p><p>Out of the four options above, the wizard is the only one who is really at risk of not having the option available at the right time (didn't memorize the spell, no scroll or wand, etc.), or running out of the resource along the way.</p><p></p><p>Wizards, like everyone else, are part of a team. In my experience, those wizard characters who go around thinking they can do everything by themselves ("Oh, I'll just cast <em>Fly</em> and <em>Invisibility</em> or <em>Polymorph</em> into a magpie to bypass his guards and go face the BBEG by myself") usually end up dead.</p><p></p><p>A spellcaster's motto is certainly "be prepared". However, while many of us have certainly heard how in any given theoretical scenario how a wizard can use a single spell to dominate the encounter, I've never seen in practice where a single wizard has dominated every - or even most - encounters in a given adventure. Furthermore, wizard only has to guess wrong <em>once</em> about what spell he needs to get himself and the rest of the group killed.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5729724, member: 52734"] For the most part, spells should be something that gives the wizard the option to do something, not to "do everything better" or by himself. For doors: The rogue has his lockpicks. The wizard has [I]knock[/I]. The fighter has his trusty axe or shoulder. The cleric has his mace. For traps: The rogue disarms or bypasses them. The wizard [I]dimension doors[/I] past the ones he suspects are nearby The fighter takes a few hit points damage and pushes through The cleric follows the fighter's trail and [I]heals[/I] the damage taken Out of the four options above, the wizard is the only one who is really at risk of not having the option available at the right time (didn't memorize the spell, no scroll or wand, etc.), or running out of the resource along the way. Wizards, like everyone else, are part of a team. In my experience, those wizard characters who go around thinking they can do everything by themselves ("Oh, I'll just cast [I]Fly[/I] and [I]Invisibility[/I] or [I]Polymorph[/I] into a magpie to bypass his guards and go face the BBEG by myself") usually end up dead. A spellcaster's motto is certainly "be prepared". However, while many of us have certainly heard how in any given theoretical scenario how a wizard can use a single spell to dominate the encounter, I've never seen in practice where a single wizard has dominated every - or even most - encounters in a given adventure. Furthermore, wizard only has to guess wrong [I]once[/I] about what spell he needs to get himself and the rest of the group killed. [/QUOTE]
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