And the historic D&D wizard has the ability to turn straight to the DM and say "No. It isn't happening." Such as when the DM says that the enemies are coming through that exit to the cave. A Wall of Stone means they aren't.
Actually, I'd suggest it means a roll for initiative to see how many enemies have an opportunity to get past the exit before you cast your Wall of Stone.
As for play what thou wilt being the whole of the law, this is what the whole argument is about. One of the things I want to play is a genuinely competent thief-acrobat. In D&D Next as it stands, tightrope walking is DC 25. I can't even play a thief who can match a real world circus performer on a tightrope - or even walk reliably on one in my back garden. A rogue therefore does not fulfil my criteria to work as an acrobat. If I want to tightrope walk reliably, I'm going to need the Levitation spell.
This is a clear issue with skill DC's. To my mind, a L1 character who has made the maximum investment in ranks of a class skill carying a pole should be capable o Taking 10 to walk a tightrope successfully. Even with average INT, a character with even a moderate skill focus should also have suficient resources to be similarly skilled in at least a couple of other areas. So, for me, that means a 10 INT character with 4 skill points per level should require 1 rank to tightrope walk. In Pathfinder, that rank (+1) plus a class skill (+3) plus that balancing pole (+2 for perfect equipment) can Take 10 for a 16. So DC 15 it is.
If "Play what thou wilt shall be the whole of the law" then where is the objection to letting me have my trickster-rogues? The ones who are able to step in and say "What you've just seen wasn't actually what was going on". And it's for the rogues far more than the fighters that I need the metagame abilities - especially if I want the rogues to stand a chance keeping up with the casters.
I like that Disguise ability being a Feat with a prerequisite of, say, 4 or 5 ranks in Disguise. I'd also like that Feat to be available as a Pathfinder Rogue Trick, or simply a group of bonus feats made available to Rogues like combat feats are available to fighters (ie every other level).
Just to put this into perspective, 1e soft-capped at level 9 and the game was intended to change at this point (indeed the highest level PC in Greyhawk was Sir Robilar at level 14). And in 2e the generalist wizard needs to explore for all their spells. One of the huge advantages a specialist wizard gets in 2e is a free spell each level. Also Save or Suck isn't that reliable.
1e/2e were pretty quiet about wizards gaining spells. Most groups I gamed with provided a few spells at each new spell level. SoS (anything allowing a save) had declining reliability as levels increased, for sure a major change in the move to 3e. But then wizards in 1e/2e did not get bonus spells for high INT.
I know it is in mine. My PCs are typically drowning in items and generally are able to do commerce effectively when they are in an appropriate area. I suppose that is an additional disincentive to create one's own items.
Items are still half price, but it definitely makes item creation a "nice to have" more than a "clear choice". Which is what any feat should be.
No it doesn't. It assumes that spending 2 spells to ensure a good night's rest and we progress faster if we sleep in warm beds.
We progress slower with one encounter per day than with three or four.
A problem made easier by Teleport because we get a full powered ambush on the hostage takers, having bypassed their defences.
Provided we can teleport directly to the hostage takers, rather than needing to move through the area to get to them. And how considerate of you to arrive in a tight group, all holding hands, with the wizard in the center (well, part of the chain, anyway). Very handy for those enemy Fireballs and Lightning Bolts. Why dont the hostage takers use the commoditization of magic items to have an anti-teleport device?
They need to prepare every place we've spent five minutes. This is a lot harder than attacking our campsite.
They need to prepare the area you will pass through next. Or they need to pack up and leave in the 23.75 hours you aren't around. Or they need to scry & fry you in your nice warm beds. If their home base isn't defended against that, how is it possible that yours is.
Indeed. L9 it's probably too much. L11 a specialist wizard gets three spells a level higher. L13 it's irrelevant.
I think that's about right. Spells 2 levels lower than my max level definitely are scoured for long-term benefit and/or utility spells. But then, at L13 I can get that nifty Teleport Without Error...
You feel at home in your home base.
Provided home base is within the Teleport range (which should commonly be the case, at least somewhere close enough - hence I used those odds in my example). And provided no one trashes it to the point it is now "an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you". That's a nasty trick for a group heavily reliant on teleportation. And, if you are famous adventurers, the aproximate location of your home base should not be all that tough to ferret out.
And somewhere you can see counts as studied carefully. Which is why you get the scry and fry combo.
rules as written said:
“Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour.
How, exactly, are you scrying? The Scry spell has some pretty specific rules. To me, the fact that scrying to study for at least an hour is mentioned specifically means scrying is not the same as "can currenty see it".
Indeed they will. Which is why you carry a couple of scrolls of teleport.
Which is money (and time if you scribe them) not used for other tools.
It depends. Most NPCs aren't spellcasters. Most spellcasters don't care about the PCs. And the tiny remainder? Should.
So why do the enemies the PC's rack up not have the good sense to hire spellcasters. If magic items are a commodity, there must be plenty around.