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Problem with high level wizards....
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<blockquote data-quote="Andur" data-source="post: 4262015" data-attributes="member: 27898"><p>To the OP,</p><p></p><p>First and foremost combats are going to last more than 4 rounds. At ANY level.</p><p></p><p>A wizard will never have to worry about running out of spells and having to resort to something like a crossbow or staff.</p><p></p><p>Now let's take a little closer look at your level 23 wizard:</p><p></p><p>1) Multiple daily spells which "grant" a reuse of an encounter power.</p><p></p><p>2) Depending on party size they will have between 4-8 magic items, most of which will have a daily or encounter power (or sometimes both) which the wizrd can draw upon.</p><p></p><p>3) Class abilities...</p><p></p><p>4) Utility spells</p><p></p><p>If an encounter is one that any single character "blows" all their dailies (beyond when you only have 1 daily), then it was too hard. If an encounter has more than one character blow all their dailies, most likely it is looking at a near or total TPK.</p><p></p><p>For Aria, you of course are entitled to your opinion, but it makes it far from fact. Each class has plenty of options, spell casters have fewer choices (since there isn't 2000 spells for divine and another 4000 for arcane to choose from at the moment, but give the splatbooks time) than they did in previous editions, but they are also able to last much longer between rests. Using up all of one characters dailies isn't an "auto-rest" like it is when the Wiz/Sor uses his last fireball or the cleric uses his last Righteous Might or Heal spell.</p><p></p><p>4e will take a little getting use to, but in the playtests I've done, it is a much more fluid exciting game for combat, and roleplaying still exists in spades.</p></blockquote><p></p>
[QUOTE="Andur, post: 4262015, member: 27898"] To the OP, First and foremost combats are going to last more than 4 rounds. At ANY level. A wizard will never have to worry about running out of spells and having to resort to something like a crossbow or staff. Now let's take a little closer look at your level 23 wizard: 1) Multiple daily spells which "grant" a reuse of an encounter power. 2) Depending on party size they will have between 4-8 magic items, most of which will have a daily or encounter power (or sometimes both) which the wizrd can draw upon. 3) Class abilities... 4) Utility spells If an encounter is one that any single character "blows" all their dailies (beyond when you only have 1 daily), then it was too hard. If an encounter has more than one character blow all their dailies, most likely it is looking at a near or total TPK. For Aria, you of course are entitled to your opinion, but it makes it far from fact. Each class has plenty of options, spell casters have fewer choices (since there isn't 2000 spells for divine and another 4000 for arcane to choose from at the moment, but give the splatbooks time) than they did in previous editions, but they are also able to last much longer between rests. Using up all of one characters dailies isn't an "auto-rest" like it is when the Wiz/Sor uses his last fireball or the cleric uses his last Righteous Might or Heal spell. 4e will take a little getting use to, but in the playtests I've done, it is a much more fluid exciting game for combat, and roleplaying still exists in spades. [/QUOTE]
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