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[L&L] Balancing the Wizards in D&D
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<blockquote data-quote="Lanefan" data-source="post: 5918055" data-attributes="member: 29398"><p>Anecdote re unbalanced high-level wizards:</p><p></p><p>Last weekend I ran a session where a couple of lowish-level types were raiding the lair of a high-level wizard (and had been amazingly lucky to get that far). The wizard teleported in, the two remaining PCs were not surprised and got in his face right away, and he never cast another spell. He was reduced to physical melee for the rest of his (rather short) life simply because he could not cast in combat - all he'd accomplish would be to generate wild magic surges when - not if, but when - he got interrupted by the two people trying to beat his face in. (note that he could not outrun the PCs either) The PCs had some magic but nothing specific vs. wizards.</p><p></p><p>And the level disparity between the PCs and their foe was immense!</p><p></p><p>Nope, 1e balances them just fine, thank you.</p><p></p><p>Re: needing torches in a dungeon:OK, so 3.5 messed it up. 5e can still fix it. <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>This is one of those odd situations where something being widely liked doesn't necessarily indicate it to be the best option.</p><p></p><p>At-will cantrips - where cantrip is defined in the 1e UA trivial-effect sense - aren't that big a deal*. At-will cantrips using the 3e definition of cantrip as a fairly useful effect is overkill - particularly if the intent is to scale back wizard power rather than augment it.</p><p></p><p>* - well, except <em>Present</em>, which I broke so badly back in the day it got promoted to a 2nd-level spell. <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5918055, member: 29398"] Anecdote re unbalanced high-level wizards: Last weekend I ran a session where a couple of lowish-level types were raiding the lair of a high-level wizard (and had been amazingly lucky to get that far). The wizard teleported in, the two remaining PCs were not surprised and got in his face right away, and he never cast another spell. He was reduced to physical melee for the rest of his (rather short) life simply because he could not cast in combat - all he'd accomplish would be to generate wild magic surges when - not if, but when - he got interrupted by the two people trying to beat his face in. (note that he could not outrun the PCs either) The PCs had some magic but nothing specific vs. wizards. And the level disparity between the PCs and their foe was immense! Nope, 1e balances them just fine, thank you. Re: needing torches in a dungeon:OK, so 3.5 messed it up. 5e can still fix it. :) This is one of those odd situations where something being widely liked doesn't necessarily indicate it to be the best option. At-will cantrips - where cantrip is defined in the 1e UA trivial-effect sense - aren't that big a deal*. At-will cantrips using the 3e definition of cantrip as a fairly useful effect is overkill - particularly if the intent is to scale back wizard power rather than augment it. * - well, except [I]Present[/I], which I broke so badly back in the day it got promoted to a 2nd-level spell. :) Lanefan [/QUOTE]
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