LuYangShih
First Post
Pax said:
The point being, what's said AFTER the fact does not always eflect what was intended BEFORE hand. Sometimes it's simply easier to shrug and say "meant to do that" ... even when it's not true.
I prefer to trust the designers on what the intent of what they wrote was, instead of leaving it up to interpetation. YMMV.
That, or noone ever bothered to playtest BBB, because with absolutely free scribing costs, it IS stupid NOT to take it.
Anytime not doing something is considered "stupid" or "suicide" ... there's something wrong.
I personally have no problems with Boccobs Blessed Book. But, I also think the scribing costs for Wizards are ridiculous without the existence of an item to negate the problem. If it is really as imbalanced as you seem to think, I'm sure they'll fix it in 3.5E.
Very very very very VERY rarely will the Sorceror not know an applicable spell for a given, general situation, when the wizard would likely have prepared an apropriate spell ahead of time.
You know what, I've played both wizards and Sorcerors; I don't think you've ever PLAYED a sorceror.
Knows too few spells? BAH! If the player is careful in his selection of spells, and knows how and when and where and WHY to apply each one, well, there're plenty of options open to him or her, in almost any situation.
Almost any situation, perhaps, but not all situations. Not all encounters require the same limited pool of spells to deal with best, but the Sorcerer always has to draw from that limited pool of spells to get the job done, as ineffecient as that may be.
The Wizard will eitehr have fewer spells prepared (overall) than the Sorceror knows, each day -- or the Wizard will be a "one-hit wonder" in terms of any given spell.
I disagree, and that has not been my experience. If anything, it's the Sorcerer who is a "one hit wonder", as they often know only ONE spell of a given level, and two or three of another.
Even just in terms of scroll cost, the Wizard still doesn't get those spells for free.
Assuming you are playing with the core rules, the cost is hardly prohibitive and will not set the Wizard back significantly. Even if you house rule Boccobs Blessed Book, the amount of GP the Wizard will likely spend on scribing spells into his spellbook is hardly crippling.
As has been pointed out to you -- since nothing official says otherwise, it's not a houserule, it's a difference of interpretation..
You can "interpret" quite a few of the rules in the book in a different way than you were meant to. That doesn't make it official, or any less of a house rule. The designers have stated what the intention of Boccobs Blessed Book is, which makes disallowing Boccobs Blessed Book a house rule.
High or low magic isn't the issue. It's DM effort to maintain a balanced game that is.
Of course high and low magic is an issue. If the Wizard is in a magic rich world where he can stroll down to the magic shop, and pick and choose whatever spells he wants, as well as have more money to do so, it gives him an advantage over the Sorcerer.
Likewise, if the Sorcerer is in a world where few if any magic shops exist, and magic is scarce and rare, he will have an advantage over the Wizard, because his magic is almost purely inherent.
Or two levels of Blackguard. *shrug* And it's an option NOT open to a wizard (or at the least, not as effective for a wizard as for a sorceror).
I still don't think pointing out varying multiclass rules really adds anything to a discussion of whether or not Wizards and Sorcerers are balanced against each other. A Wizard could just as easily take levels of PrCs that give benefits based on the Intelligence score, but that doesn't make the class any more or less balanced against the Sorcerer.
Okay, we'll lop off the Ghoul's charisma bonus ... so the saves all drop by ... *gasp* all of 4 points each.
The point I was making is, given the discussion is based on whether or not the Wizard is balanced against the Sorcerer, why add other, mostly irrelevant extra information into the mix?
I never said most do. Most wizards don't play in games where the DM hands out new spells (either on scrolls, or in spellbooks) like they were candy, either.
In most middle to high magic worlds, it is farily easy for Wizards to acquire new spells from magic shops.
Oh, but you DO.
Seriously -- hwo many third-level attacks pells do you NEED? Give me a couple Elemental Substitution feats, and my sorceror can have an applicable spell for just about any opponent -- with no second-guessing during spell prep, either.
Who said I'm talking purely combat? That's the entire point. A Wizard can handle almost any task, from spying, to scouting, to investigation, to travel and exploration, to combat, and so on, with the vast array of spells at his disposal. Meanwhile, the Sorcerer can handle a few of those areas, but he can't handle them all, and if he tries, he ends up far less effective than a Wizard will be.
You keep assuming a Sorceror will run into a situation in which his spells (eventually 34 of them, 43 including cantrips!) will all be useless.
Yet you assume the same will never happen to the Wizard.
I do not assume anything. I'm merely pointing out that the Wizard will have access to a much wider variety of spells, and thus can handle many more tasks than a Sorcere can, because of his limited focus.
Actually, by "wimp" I don't mean only number of encounters per day. I've seen some encounters where the casters were "dry" only 3/4 of the way through (sufficient numbers of targets will DO that).
I don't really see why just one big encounter would do much, considering the party will likely take time to rest afterwards, thus allowing the Wizard to regain his full powers before the next big encounter happens. The only way I've ever seen for a well prepared Wizard to really run out of spells is either A) Truly massive encounters, in which case he can fall back on his wands and scrolls, or B) a number of smaller encounters, dispersed before or after the big encounter. YMMV, of course.
Make an ECL 25 wizard, and we'll see how well you do against Thraven the Unclean.
Go to www.rpol.net, and check out the game "The Exodus", under the Arena category. Use the characetr generation rules there (that's the game Thraven's made for, though he's not gotten the final green light for use there, just yet).
Heck, join Exodus; once your wizard is up and running, and Thraven is also ... we'll see who outdoes who. If you think Wizards are more powerful ... make a wizard powerful enough to kick Thraven's unliving teeth in.
IOW, "put up or shut up", because I'm getting tired of your assumptions and presumptions (90% or more of which aren't even near to being in SPITTING range of the truth).
I don't consider Arena Games, or Games Of Death, a proper way to test the balance of a character, or class. The true balance of a character comes in actual play, when adventuring as part of a group. And, to me at least, the Wizard is more effective in the standard adventuring party than a Sorcerer.