Pros and Cons of Sorcerers vs Wizards and vice versa

Wizards, Pro:
1. Strategic flexibility: Can potentially have access to all possible spells.
2. Gains access to spells faster levelwise.
3. Extra Skills: Int provides more collateral benefits than Chr.
4. Free Feats: Scribe scroll at 1st, bonus feats every 5th.

Wizards, Con:
1. Spellbook represents sum total of all of wizard's knowledge and abilities: Many or all of wizard's advantages can vanish in puff of smoke, sometimes literally. Spell mastery can partially, but nowhere close to completely, offset this at high price of feat.
2. Tactically inflexibility: A wizard going into an unknown tactical situation is forced to either have spells prepared which may be of absolutely no use for the tactical situation, depleting the number of useful spell slots available, or do without them.
3. Operating costs very high: If DM operates on PHB costs, wizards go through cash faster than a fat man through candy.

Sorcerors, Pro:
1. Quantity: Sorcerors have more spells per day.
2. Tactical flexibility: A sorceror can choose from any of his known spells spontaneously: Combination of heavy attack spells with situation-specific utility spells can be very potent for sorcerors and provide a high degree of situational flexibility at little or no opportunity cost.
3. Magic is innate: Sorcerors have no external dependency capable of nullifying all class features.

Sorcerors, Con:
1. Strategic inflexibility: Sorcerors have little or no ability to pick up highly situational, infrequently used spells without high opportunity cost: Hard to deal with new strategic situations requiring use of obscure spells.
2. Slow progression of spellcasting: Wizards can potentially have access to all spells the moment they can cast spells of that level: Sorcerors gain access to a spell level one level later, and only with a few known.
3. Class skills do not cater to primary attribute: With the exception of Bluff, which was only added for sorcerors in 3.5, no sorc class skill benefits from Chr. Skill selection also very limited.

In summary, wizards are best in sedentary campaigns where characters operate out of a single area or base for an extended period of time: Wizards do well in urban environments where stable accomodations can be had, and backup spellbooks can be stashed in places where a wizard can expect to return, pre-teleport. Wizards function more effectively in campaigns where the character's kit is treated well and suffers from a low rate of attrition: Weapons and armor can be replaced far more easily than a spellbook, just as a CPU is more replaceable than a hard drive of equal(or even greater!) list cost. The wizard's spellbook is an extreme point of vulnerability: A fighter who loses his weapons and armor is like a computer who's CPU has fried: Replace it, and you're up and running. A wizard who loses his spellbook is like a computer who's hard drive has fried: You can replace the HD, but the data is likely gone forever, only worse: Backing up a spellbook is as expensive as getting a new one.

Sorcs do best in campaigns where the party is nomadic and not expected to return regularly to a base of operations, and in campaigns where characters' kit suffers from high rate of attrition: If your party is constantly losing and replacing stuff, you don't want a spellbook being one of those items.
 

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Remember also that adding to a spellbook takes 24 hours per spell. In a campaign with little downtime, that can put a real damper on the wizard's spell acquisition.
 

Sorc's are good on the fly as a mobile fireing platform. especially if they take energy substitution. Wizards are good in general and really god when they know what to prepair for and have adiquate time to do so. the 4 spell thing can be slightly overcome by taking the extra spell feat
but its expensive to do so. also the ability to "unlearn" spells is HUGE. stuff like sleep is great when you are 1st level but yields diminishing returns as you get more powerfull. the ability to swap it out for something else that is more usefull later is making me re-evaluate weither I want to play one instead of a mage.
 


re

I have a tremendous amount of fun playing both the Sorcerer and the Wizard.

I find that the sorcerer is fun because I can cast alot of spells, which bodes well for blasting. Magic items can add alot of versatility to sorcerers tending to significantly reduce the disadvantage of a limited spell selection.

I find the wizard fun because I can cast a large variety of spells, which bodes well for strategy. I tend to think more when I am playing a wizard. I truly enjoy crafting spell strategies for dealing with a variet of situations. I find that the wizard can afford to try different strategies, whereas the sorcerer must choose every spell wisely leaving them with very little room to experiement.

They are both very fun to play for somewhat different reasons. I think overall they are well-balanced save that I feel a sorcerer should receive bonus metamagic feats. To me, the sorcerer's spontaneous casting balances out against a wizard's spell versatility. There was no need to deny them bonus feats.
 

This question is raised time and again, and since the debate on both sides of the "Sorceror vs Wizard" argument is still very healthy, I would say that the classes are balanced.

When I mean "balanced", I mean that each have their advantages and disadvantages, but neither is so superior to the other that it becomes a "must have" class.

And if I am not mistaken, about as many people play wizards as others play sorcerors...

Or is it poll time? :D

Andargor
 

andargor said:
This question is raised time and again, and since the debate on both sides of the "Sorceror vs Wizard" argument is still very healthy, I would say that the classes are balanced.

When I mean "balanced", I mean that each have their advantages and disadvantages, but neither is so superior to the other that it becomes a "must have" class.

And if I am not mistaken, about as many people play wizards as others play sorcerors...

Or is it poll time? :D

Andargor

its not so much which is better wizards or sorcerers, i believe that they are more or less balanced my question was what are the benifits of being a wizard vs a sorcerer and vice versa. i think we've gotten some good responses
 

The high number of spells/day and spontaneous casting release the Sorcerer from the burden of short-term strategy. She doesn't need to plan the spells to prepare depending on the daily situation, and she is less likely to run out of them (although usually if you play a Sorcerer you are somehow supposed to cast more frequently and therefore deplete your daily slots in about the same time as the Wizard). Playing a Sorcerer still requires good long-term strategy in choosing the spells known, since it is very obvious that if you learn the "wrong" spell, there's no way to give it back (except the new 3.5 swapping rule, but still you shouldn't choose spells lightly). The interesting thing of this strategy is in my opinion that you should build up a spell repertoire with ever-useful spells (so that you always know how to use your remaining daily slots) but also with some spells which are only moderately frequent, the kind of spells that maybe you won't use every day but still quite often, which benefit a lot from spontaneous casting. Last but not least, the Sorcerer is clearly the master of Metamagic, and you can have a lot of fun with it.

The Wizard could be more difficult to play because it has less spells (also compared to the divine casters) and must prepare them. Therefore, it requires both careful short-term and long-term strategy. The long-term strategy is less hard than the Sorcerer's only because a "wrong" spell learned by the Wizard costs here money but does not count against a maximum number. Therefore, she can learn rarely useful spells (which by the way can be very interesting to play and lead to more original characters). A very important thing which plays a part in the Wizard's strategy is Scribe Scroll, and one of the nicest challenges is what to prepare and what to scribe instead: clearly, Scribe Scroll is very useful to have ready a spell that can save the situation once a month but would be a waste to use a valuable slot every day; the other use of Scribe Scroll is to have a couple of otherwise handy spells in case you run out of slots.
 

Li Shenron said:
The Wizard could be more difficult to play because it has less spells (also compared to the divine casters)...

Wizards have less spells per day than Clerics (you can't possibly mean any other divine casters)? Only if non-specialized (which is kinda rare, I suppose)... :)

Bye
Thanee
 

Thanee said:
Wizards have less spells per day than Clerics (you can't possibly mean any other divine casters)? Only if non-specialized (which is kinda rare, I suppose)... :)

Bye
Thanee


I meant divine full casters, i.e. Clerics and Druid. Non-specialized is not that rare...
 

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