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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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<blockquote data-quote="Tony Vargas" data-source="post: 5988692" data-attributes="member: 996"><p>Sounds like a simple matter of taking the 'worst' of the wizard at each edition. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>So:</p><p></p><p>1) spells/day comparable to the Dying Earth. 1 for inexperienced apprentices, going up to 4 or so for higher level ones, and 6-10 for the greatest wizards of all time. No 'at-wills' or 'rituals.' </p><p></p><p>2) Spellcasting in melee basically impossible; interruption with ranged attacks pretty easy; out-of-combat spells limited by expense, profoundly rare materials that must be quested for, and difficult-to-meet "stars are right" sort of requirements; really powerful spells represent a danger to the caster and his allies and could 'ping' their location for dreadfully powerful magically-aware enemies.</p><p></p><p>3) Spells carefully designed and clearly written, using well-defined jargon and standard phrasing to keep them from being mis-interpreted or used 'off label,' and facilitate prompt errata to any that prove problematic.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5988692, member: 996"] Sounds like a simple matter of taking the 'worst' of the wizard at each edition. ;) So: 1) spells/day comparable to the Dying Earth. 1 for inexperienced apprentices, going up to 4 or so for higher level ones, and 6-10 for the greatest wizards of all time. No 'at-wills' or 'rituals.' 2) Spellcasting in melee basically impossible; interruption with ranged attacks pretty easy; out-of-combat spells limited by expense, profoundly rare materials that must be quested for, and difficult-to-meet "stars are right" sort of requirements; really powerful spells represent a danger to the caster and his allies and could 'ping' their location for dreadfully powerful magically-aware enemies. 3) Spells carefully designed and clearly written, using well-defined jargon and standard phrasing to keep them from being mis-interpreted or used 'off label,' and facilitate prompt errata to any that prove problematic. [/QUOTE]
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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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