Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
I've managed to avoid Essentials, until now...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aegeri" data-source="post: 5420648" data-attributes="member: 78116"><p>Actually the whole point of the mage vs. wizard argument was in answer to "Can the DM of the game play a mage not having the books?". The answer to this is an incredibly simple "Yes". They have the same powers available to them - I honestly can't see why anyone should deny the original wizard access to the new powers either. Either way, Mage powers don't do anything that Wizard powers don't already as they follow the same structure. Think of something like Psionics, or the stance based Slayer and the Pet based Sentinel as classes with truly different mechanics.</p><p></p><p>So here I might sound really inflammatory and I apologize, but if the mages <em>pretty straightforward</em> school class features (one of which is <strong>just</strong> a minor skill boost) and getting magic missile as a free feature means a DM cannot play them - who is already familiar with a wizard - I am simply flabbergasted. I mean let's look at the schools - the core difference between a wizard and mage.</p><p></p><p>Enchantment: Level 1, +2 forced movement. Level 5, +2 to a choice from a couple of skills. Level 10, +2 to attack rolls of attacks you force an enemy to make.</p><p></p><p>Evocation: Level 1, reroll <em>one</em> die that comes up 1. This isn't even that powerful. Level 5, +2 to a choice from a couple of skills. Level 10, ignore resistances outright (this is pretty great, no denying that).</p><p></p><p>I won't carry on and list the other two, because I feel the above just makes my point 100% clear easily. I mean this is super straightforward stuff compared to psionics. A DM who is unfamiliar with a psionic character is in for a total nightmare - it's a fundamentally different set of rules for how their at-wills/encounters work. The above? I could play that mage in my sleep by this point: <em>It's fundamentally on every level another variant on the wizard</em>. In fact, I am not even convinced schools are always better than implement mastery. +Con all defenses for staffs? Penalizing saves by wisdom mod for Orbs? Mages "class features" other than getting MM actually <em>IMO</em> play catch up to the Wizard for the first part of the heroic tier.</p><p></p><p>If you have someones character sheet and you look at the above, you shouldn't have a single problem playing that character. If you can play a wizard you can play a mage. That's the argument and IMO, this is an unassailable position unless someone can give me an <em>amazing</em> argument as to why a mage is <em>more</em> complicated to play than a wizard.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5420648, member: 78116"] Actually the whole point of the mage vs. wizard argument was in answer to "Can the DM of the game play a mage not having the books?". The answer to this is an incredibly simple "Yes". They have the same powers available to them - I honestly can't see why anyone should deny the original wizard access to the new powers either. Either way, Mage powers don't do anything that Wizard powers don't already as they follow the same structure. Think of something like Psionics, or the stance based Slayer and the Pet based Sentinel as classes with truly different mechanics. So here I might sound really inflammatory and I apologize, but if the mages [I]pretty straightforward[/I] school class features (one of which is [B]just[/B] a minor skill boost) and getting magic missile as a free feature means a DM cannot play them - who is already familiar with a wizard - I am simply flabbergasted. I mean let's look at the schools - the core difference between a wizard and mage. Enchantment: Level 1, +2 forced movement. Level 5, +2 to a choice from a couple of skills. Level 10, +2 to attack rolls of attacks you force an enemy to make. Evocation: Level 1, reroll [I]one[/I] die that comes up 1. This isn't even that powerful. Level 5, +2 to a choice from a couple of skills. Level 10, ignore resistances outright (this is pretty great, no denying that). I won't carry on and list the other two, because I feel the above just makes my point 100% clear easily. I mean this is super straightforward stuff compared to psionics. A DM who is unfamiliar with a psionic character is in for a total nightmare - it's a fundamentally different set of rules for how their at-wills/encounters work. The above? I could play that mage in my sleep by this point: [I]It's fundamentally on every level another variant on the wizard[/I]. In fact, I am not even convinced schools are always better than implement mastery. +Con all defenses for staffs? Penalizing saves by wisdom mod for Orbs? Mages "class features" other than getting MM actually [I]IMO[/I] play catch up to the Wizard for the first part of the heroic tier. If you have someones character sheet and you look at the above, you shouldn't have a single problem playing that character. If you can play a wizard you can play a mage. That's the argument and IMO, this is an unassailable position unless someone can give me an [I]amazing[/I] argument as to why a mage is [I]more[/I] complicated to play than a wizard. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
I've managed to avoid Essentials, until now...
Top