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Re-examining 4e Wizard Class Features
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<blockquote data-quote="bert1000" data-source="post: 5131467" data-attributes="member: 29013"><p>Given the other controllers that now exist (and the hybrid rules), I’ve been thinking about the Wizard’s class features. I think Wizards are certainly playable as is, but most of their shtick seems to come from their dailies. I’d like to make their class abilities more differentiated without totally changing them. What do people think of these house rules?</p><p> </p><p>** <span style="font-family: 'MentorStd'">You can perform one ritual with the Arcana key skill per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two such rituals per day of your level or lower without expending components; at 21st level, you can perform three per day.</span></p><p> </p><p><span style="font-family: 'MentorStd'">Rational: This makes the Wizard the master of rituals again. Also, I think Wizards didn’t get free rituals simply by being in PHB1. </span></p><p> </p><p><span style="font-family: 'MentorStd'">** Add Tomb of Readiness Implement Mastery and the effects of the Improved Tomb of Readiness feat to the Wizard’s class features (in addition to picking an additional Implement Mastery as normal)</span></p><p> </p><p><span style="font-family: 'MentorStd'">Rational: This makes another class feature, the Wizard’s spell book, actually worth something again (and the expanded spell book feat as well). This also cements the wizard as one the most versatile classes. I think versatility is great, but I think it adds to the uniqueness of the class and player satisfaction more than a huge boost to raw power. [This feature could be once/day instead of once/encounter if too powerful though?]</span></p><p> </p><p><span style="font-family: 'MentorStd'">In the end, this really isn’t about making the Wizard more “controllery” but I do think it makes the class more distinctive. I'm not a fan of hybrids, but for those that are, a side effect of these changes would be making single class Wizards more appealing (vs. hybrid just to get the great dailies).</span></p></blockquote><p></p>
[QUOTE="bert1000, post: 5131467, member: 29013"] Given the other controllers that now exist (and the hybrid rules), I’ve been thinking about the Wizard’s class features. I think Wizards are certainly playable as is, but most of their shtick seems to come from their dailies. I’d like to make their class abilities more differentiated without totally changing them. What do people think of these house rules? ** [FONT=MentorStd]You can perform one ritual with the Arcana key skill per day of your level or lower without expending components, although you must pay any other costs and use any focus required by the ritual. At 11th level, you can perform two such rituals per day of your level or lower without expending components; at 21st level, you can perform three per day.[/FONT] [FONT=MentorStd]Rational: This makes the Wizard the master of rituals again. Also, I think Wizards didn’t get free rituals simply by being in PHB1. [/FONT] [FONT=MentorStd]** Add Tomb of Readiness Implement Mastery and the effects of the Improved Tomb of Readiness feat to the Wizard’s class features (in addition to picking an additional Implement Mastery as normal)[/FONT] [FONT=MentorStd]Rational: This makes another class feature, the Wizard’s spell book, actually worth something again (and the expanded spell book feat as well). This also cements the wizard as one the most versatile classes. I think versatility is great, but I think it adds to the uniqueness of the class and player satisfaction more than a huge boost to raw power. [This feature could be once/day instead of once/encounter if too powerful though?][/FONT] [FONT=MentorStd]In the end, this really isn’t about making the Wizard more “controllery” but I do think it makes the class more distinctive. I'm not a fan of hybrids, but for those that are, a side effect of these changes would be making single class Wizards more appealing (vs. hybrid just to get the great dailies).[/FONT] [/QUOTE]
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