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General Tabletop Discussion
D&D Older Editions
Inquiry: How do 4E fans feel about 4E Essentials?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8439794" data-attributes="member: 82106"><p>I think they didn't really quite do as much with implements as they could have. It turned out to be a pretty minor feature, and frankly the outright superiority of attack bonuses over all else meant that Wand was pretty much the optimum choice, though the lockdown aspect of orb did mean there was a fair argument for it. Staff proved to be a boondoggle, as it sucked you into a kind of AoE oriented front-line build concept that never got any real support and went against the whole idea of being a controller too much. Likewise when Summoner was introduced they never really got bold enough with Wizard summons to make them a viable alternative to the orbizard. Tome likewise didn't really offer all that much, the bigger spell book feature really isn't that much of a benefit. Frankly in all the years I ran 4e wizards are only swapped my spell selection a handful of times, you pretty much BUILT AROUND specific tactics and thus specific powers, swapping them out was unlikely to be a good idea!</p><p></p><p>So, basically orb and wand dominate, but even they're not that distinctive, really. They tried larding on top the 'superior implement' rules, but that was just another flavor of magic implement, basically, so what did it really do? Not much, and it was equally beneficial for ALL implements. I admit though, they added some very potent staff enchantments that made USING a staff into a great option, though that didn't really mean you should take it as your implement specialization (orb is still better in that case, blast with the staff, then lock them down with the orb stuff afterwards). </p><p></p><p>Overall, I think the wizard wasn't actually WotC's great success with 4e. The thematics are way too broad, so it swallowed other classes, like Sorcerer and Invoker, and the pushing control into the powers was always a bit problematic. That was before MM became a "wizards must be gods" guy and invented the Mage... </p><p></p><p>I agree on the schools too. I never really thought most of them even made sense, though at least 4e kept the list very short...</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8439794, member: 82106"] I think they didn't really quite do as much with implements as they could have. It turned out to be a pretty minor feature, and frankly the outright superiority of attack bonuses over all else meant that Wand was pretty much the optimum choice, though the lockdown aspect of orb did mean there was a fair argument for it. Staff proved to be a boondoggle, as it sucked you into a kind of AoE oriented front-line build concept that never got any real support and went against the whole idea of being a controller too much. Likewise when Summoner was introduced they never really got bold enough with Wizard summons to make them a viable alternative to the orbizard. Tome likewise didn't really offer all that much, the bigger spell book feature really isn't that much of a benefit. Frankly in all the years I ran 4e wizards are only swapped my spell selection a handful of times, you pretty much BUILT AROUND specific tactics and thus specific powers, swapping them out was unlikely to be a good idea! So, basically orb and wand dominate, but even they're not that distinctive, really. They tried larding on top the 'superior implement' rules, but that was just another flavor of magic implement, basically, so what did it really do? Not much, and it was equally beneficial for ALL implements. I admit though, they added some very potent staff enchantments that made USING a staff into a great option, though that didn't really mean you should take it as your implement specialization (orb is still better in that case, blast with the staff, then lock them down with the orb stuff afterwards). Overall, I think the wizard wasn't actually WotC's great success with 4e. The thematics are way too broad, so it swallowed other classes, like Sorcerer and Invoker, and the pushing control into the powers was always a bit problematic. That was before MM became a "wizards must be gods" guy and invented the Mage... I agree on the schools too. I never really thought most of them even made sense, though at least 4e kept the list very short... [/QUOTE]
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Inquiry: How do 4E fans feel about 4E Essentials?
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