D&D 5E Niche protection: the wizard’s niche

What should the wizard’s niche be?

  • Battlefield controller

    Votes: 16 31.4%
  • Buff/debuff

    Votes: 0 0.0%
  • Damage dealer

    Votes: 2 3.9%
  • Leader/face

    Votes: 0 0.0%
  • Monster summoner

    Votes: 0 0.0%
  • Party sage

    Votes: 7 13.7%
  • Scout

    Votes: 0 0.0%
  • Utility caster

    Votes: 26 51.0%


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Tony Vargas

Legend
Ideally they would highly specialize in an area OR be middling generalists who use flexibility to make up for reduced power.
Back in the day, well, not all the way back, when 2e was the current ed, I'd added a number of schools, so there were lots of specialist wizard options, so added on to the default non-specialist wizard to make it more interesting, calling it the Mage.... (I also succumbed to the hoary Gygaxism of giving it a stat minimum, if you didn't qualify and couldn't specialize you were a mere 'magician') :rolleyes:

Ideally every character should have both combat functions (control) AND utility functions in roughly equal amounts.
That would be ideal. Silo'ing resources into combat & non-combat or into the three pillars, so you don't have huge swings in what a character can do, say, in combat, by going all-in and sucking outside of combat....
 


Scribe

Legend
That would be ideal. Silo'ing resources into combat & non-combat or into the three pillars, so you don't have huge swings in what a character can do, say, in combat, by going all-in and sucking outside of combat....
How is removing player choice in building a character ideal?

If I want to build a Fighter that is good at combat above all, why is that a problem?
 

Incenjucar

Legend
Even something like:
  • If you choose a specialty school, any other school above 1st level costs a slot 3 levels higher to cast
  • If you do not specialize, all schools above 1st level cost you a slot 2 levels higher to cast, and you get two additional cantrips
 

Vaalingrade

Legend
Fair. The magic-user had the biggest spell list back in the day, and I'm sure that's generally held up throughout editions. Even 4e, for a change.
And the best part is, it doesn't matter what the actual spells are, it's just that the wizard has them and no one else can.

Want to open a lock? Jump high? Be charming? summon a pet? swing a sword good, become a monster, clone yourself, turn someone into a frog? Raise the dead, conjure a house, summon angels? Travel the planes, teleport, banish a demon, make a deal with an outer god? Crack reality and scramble it like an egg?

All the wizard's identity. Everything is the wizard.

The wizard is Phyrexia. All Will Be One.
 

Tony Vargas

Legend
How is removing player choice in building a character ideal?
Silo'ing options isn't removing player choice.
If I want to build a Fighter that is good at combat above all, why is that a problem?
It's only a problem if the game is not all about combat. D&D has often been accused of being all about combat, so it would only be a problem in D&D to the extent that said accusation is incorrect.

Now, if you want to build a fighter that isn't just good at combat above all else, that is a problem in every edition of D&D. Because you can't do it. (OK, you can dump STR & DEX and be a really bad fighter, but you wouldn't be very good at anything else, and, in 3e, for instance, you'd still have full BAB.)

In a balanced game not always all about combat, silo'ing would be good, it'd produce characters who can broadly participate in any campaign, regardless of its focus - it'd be good in D&D, too, just out of place, at odds with D&D tradition.
 

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