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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="Lanefan" data-source="post: 5910503" data-attributes="member: 29398"><p>Er, close.</p><p></p><p>Checking ye olde 1e DMG tells me that at 1st level everybody (MUs, Clerics, Thieves, etc.) has the same attack matrix except Fighter types, who are 1 point better. Fighters at 0th level are the same as all the other 1st-level types, and as no other class lists a 0th-level attack matrix it's easy to see how that could be misread.</p><p></p><p>Your point is still more than valid, however: a low-level wizard who is out of spells can still be useful in a fight - provided he's willing to get on and do it.</p><p></p><p>You know, if the party was seen as an individual 4e character its wizard would represent its daily powers; the clerics might be the encounter powers, and the other guys are the at-wills.</p><p></p><p>There's only two ways to balance a wizard: give 'em lots of spells per day (a.k.a. at-wills) but minimize the effects of each one, or only give 'em a few spells per da but make those spells be potential win buttons. 4e did the former, 1e did the latter. At the same time 1e spells had lots of risk involved while 4e spells are pretty safe.</p><p></p><p>You seem to prefer the 4e version, I prefer the 1e way. 5e designers, your challenge is to please us both. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Hmmm...quite true, and something I hadn't considered; and a fine argument for vastly reducing h.p. totals all round; because blasting <strong>is</strong> fun. It should always be a valid choice, but if your fireball only does 5d6* (save for half) and the opponents each have 75 h.p. then your so-called big blast spell is more like an area-effect popgun. You're better off casting buffs and support spells, which may be efficient but are also kinda dull.</p><p></p><p>As far as I'm concerned the straight-up deadliest mages should be Evokers. They should also be the riskiest to hang around with.</p><p></p><p>* - by the way, I really don't like damage caps on blast spells, makes 'em far too tame at uber-high level.</p><p></p><p>Lan-"getting hit by 'friendly' wizard fire too many times led me to purchase this fine Wizardslayer longsword"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5910503, member: 29398"] Er, close. Checking ye olde 1e DMG tells me that at 1st level everybody (MUs, Clerics, Thieves, etc.) has the same attack matrix except Fighter types, who are 1 point better. Fighters at 0th level are the same as all the other 1st-level types, and as no other class lists a 0th-level attack matrix it's easy to see how that could be misread. Your point is still more than valid, however: a low-level wizard who is out of spells can still be useful in a fight - provided he's willing to get on and do it. You know, if the party was seen as an individual 4e character its wizard would represent its daily powers; the clerics might be the encounter powers, and the other guys are the at-wills. There's only two ways to balance a wizard: give 'em lots of spells per day (a.k.a. at-wills) but minimize the effects of each one, or only give 'em a few spells per da but make those spells be potential win buttons. 4e did the former, 1e did the latter. At the same time 1e spells had lots of risk involved while 4e spells are pretty safe. You seem to prefer the 4e version, I prefer the 1e way. 5e designers, your challenge is to please us both. :) Hmmm...quite true, and something I hadn't considered; and a fine argument for vastly reducing h.p. totals all round; because blasting [B]is[/B] fun. It should always be a valid choice, but if your fireball only does 5d6* (save for half) and the opponents each have 75 h.p. then your so-called big blast spell is more like an area-effect popgun. You're better off casting buffs and support spells, which may be efficient but are also kinda dull. As far as I'm concerned the straight-up deadliest mages should be Evokers. They should also be the riskiest to hang around with. * - by the way, I really don't like damage caps on blast spells, makes 'em far too tame at uber-high level. Lan-"getting hit by 'friendly' wizard fire too many times led me to purchase this fine Wizardslayer longsword"-efan [/QUOTE]
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