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The issue with wizards and sorcerers

But this discussion wasn't about "you" nor your character... but exemplifying how other characters can be just as campaign effective. And that depends on the town / city. The chances are more likely in a city that someone is going to come and bang on your door in a city, rather than a tower in the wilderness. Either salesperson, peddler, beggar, curious locals, the mayor, the magistrate, petitioners, wannabes, fanboys, etc. There are more disturbances in a city or town, undeniably. Willing to take the risk?
If there were not a second level spell that could easily solve this problem, I would take your point more seriously.

Perhaps... but he still has to toil a large part of the day to so, and not just flash in for three minutes. Seeing someone participating in your toils is more inspiring, than have someone flash by and chuck up a few walls in less than 30 seconds.
Depends on the person, doesn't it? Some people are inspired and awed by the ability to reshape reality to your whim.

If that is the way you choose to read that sentence, *shrug*. Seriously, I think you are perhaps starting to look at this thread as a personal attack on your character, you, and your play style. Which was hardly my meaning.
The statement "But perhaps more flavourful?!? God forbid! Someone actually enjoying themselves!" seems to be a little charged.

I was merely stating,
1) Fighters have more feats than Sorcerers (fact)
2) Fighters therefore have more flexibility to select "Leadership"
3) Players of spellcasters, with fewer feats, have to face tougher choices: to qualify for a cool PrC, is not easy.
4) For fighters, that choice is obviously easier.
2) I would dispute this because fighters have to spend their feats on fighting, as they aren't great in their designated, and the general suckiness of most metamagic and item creation feats leaves spellcasters with free feats.
3) Can you provide evidence of how, if the spellcaster's 6th level feat slot were spent on Leadership, it would be a "tough choice" because that would hinder qualification for a cool prestige class? Very few prestige classes for spellcasters that I know of seem to involve such intense feat requirements, and several spellcasting classes get bonus feats.
4) Is it not true that, if a fighter wanted to get into a prestige class, he will also have to spend feats to qualify for it? What if the feats required are not fighter bonus feats?

I have repeatedly tried to discuss the generic problem; spellcasters vs nonspellcasters, and their ability to participate in the campaign during time off. Somehow, "your" sorcerer has been repeatedly dragged into the conversation.

That is your perogative. I suggest, however, that if you stop using your specific character as an example, and instead, talk about the generic, you would see that I do have a few points.
I prefer to use an example because in the past, I have been accused (several times, come to think of it) of using a "schrodinger's wizard" who has ever spell known when needed. My opponent felt this to be unfair and disingenuous on my part, which was hardly my intent.

But if you want to discuss this "generically", let me make a point to counter your point. It seems that a Wizard can learn a vast array of spells that give him incredible versatility and power, even without going for the broken options. He can, with 9 hours of rest and prep time, retool his arsenal to gear for an entirely different game should the party switch from, say, heavy combat to stealth infiltration or a search for some object lost among the planes. A fighter, by contrast, does not get to do this. It is doubtful if, working with what the fighter class gets mechanically, he could ever match a full spellcaster in this regard.

1) Everyone (All PCs) needs to be involved and contributing, even during off time.
I do not disagree that people need to be involved, I merely contend that it is much easier to contribute with some classes than others since certain classes get a much better toolkit.
2) DM dishes out awards as he sees fit; hopefully, with care so unfair dominance by a single character doesn't happen, regardless of wonky spells.
I think pawsplay has a very good post about this situation.
3) House Rules exist for a reason. Nerfing the planar ally/binding class of spells is IMX, relatively common.
Agreed; they were, of course, examples of how, by the books, casters are overpowered. But those are not the only way that casters can overshadow others, and you can do it with non-broken spells.

By placing reasonable restrictions on the spellcasters' use of "downtime", and encouraging all characters to get more involved in various different organisations, instead of handwaving the spellcasters' every wish, NON-spellcasters can feel as if they contribute as much to the middle and high level campaign, and even feel they are being rewarded for those efforts.
What if the player character does not want to be involved in many organizations, and just wishes he could kick ass on the battlefield to the same degree as a spellcaster, or be as versatile using his character's abilities?

I most assuredly will. But after your statement of lack of interest in any continued dialogue with me, this statement rings false.
If that is the way you choose to read that sentence, *shrug*.
 
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I think in some ways 3e made this problem worse, by giving casters more spells and easier access to them, lots of ways to improve their casting, and so forth, even as it tried to open up high level advancement for all characters, compared to AD&D. The problem is that the wizard just doesn't run out of things to do. He's a scene-stealer if you let him be. Still, at least the fighter has a future. Sure, a wizard can give himself a zillion hit points, but he can give a fighter two zillion. The wizard and cleric are the meat and the potatoes. The fighter is more like... celery, or something.

I don't think that 3.x really made it worse.

The Wizard's Spell Compendium (from 2nd ed) had 5 softcover volumes of spells compared to the 3.5 Spell Compendium (which covers all castersO.

Also in 3.x crafting magic items takes spending xp (nt so in 2nd ed) - and this has always been a bone of contention with players.

Also in 2nd ed wizards got xp awards for crafting magic items - so it encouraged work in the background and non adventuring for wizards.
 

If there were not a second level spell that could easily solve this problem, I would take your point more seriously.

If you don't see the point, and are happy to just cast oodles of spells to solve basic mundane every day problems, more power to you. But this means you'll have fewer spell options available, should something happen...

Depends on the person, doesn't it? Some people are inspired and awed by the ability to reshape reality to your whim.

Yep, but fear and respect, don't ensure true loyalty or willingness to sacrifice themselves for your cause.

The statement "But perhaps more flavourful?!? God forbid! Someone actually enjoying themselves!" seems to be a little charged.

*shrug* some might see it as an attempt at humour.

2) I would dispute this because fighters have to spend their feats on fighting, as they aren't great in their designated, and the general suckiness of most metamagic and item creation feats leaves spellcasters with free feats.

Well, we disagree. I see lots of other feat options for both classes. But if I were playing a sorcerer, I might be more tempted by other various heritage feats or reserve feats, personally. Especially if I was in a campaign that allowed me to summon 14th level clerics to do my bidding as an 11th level caster...

3) Can you provide evidence of how, if the spellcaster's 6th level feat slot were spent on Leadership, it would be a "tough choice" because that would hinder qualification for a cool prestige class? Very few prestige classes for spellcasters that I know of seem to involve such intense feat requirements, and several spellcasting classes get bonus feats.

Nope, not reading up on lots of wierd PrC's for a mere thread in Enworld. Suffice to say, if a fighter and a wizard were both aiming for different PrCs, both which required a 4 feat investment, the fighter would still have a few feats left.

4) Is it not true that, if a fighter wanted to get into a prestige class, he will also have to spend feats to qualify for it? What if the feats required are not fighter bonus feats?

That is what his standard feats are for. Fighter gets 2 feats at 6th level... He can take Leadership and one other feat.

I prefer to use an example because in the past, I have been accused (several times, come to think of it) of using a "schrodinger's wizard" who has ever spell known when needed. My opponent felt this to be unfair and disingenuous on my part, which was hardly my intent.

Examples are good. But so is realising that the arcane spellcasters will run out of spells towards the end of the day if they keep the pace suggested by you. How many 6th, 5th, and 4th level spells can a 12th level wizard memorize / sorcerer cast per day?

But if you want to discuss this "generically", let me make a point to counter your point. It seems that a Wizard can learn a vast array of spells that give him incredible versatility and power, even without going for the broken options. He can, with 9 hours of rest and prep time, retool his arsenal to gear for an entirely different game should the party switch from, say, heavy combat to stealth infiltration or a search for some object lost among the planes. A fighter, by contrast, does not get to do this. It is doubtful if, working with what the fighter class gets mechanically, he could ever match a full spellcaster in this regard.

Mechanically? Probably not: but it shouldn't be necessary. The point being, the wizard cannot do all this in one day, and still be potent at the end of the day. Campaign specific: 3-4 encounters per day. Sure, the wizard / sorcerer has a degree of flexibility, but there are very real limits on that flexibility. Once the sorcerer or wizard is drained of spells, they really are just a breathing bag of feeble hp. How often the DM allow the party to suddenly withdraw, because the wizard has run out of spells? Go adventuring alone often?

I do not disagree that people need to be involved, I merely contend that it is much easier to contribute with some classes than others since certain classes get a much better toolkit.

As I stated before: the toolkit is "better" because the options are presented very clearly for spellcasters.


What do you do when a character who is casting basic spells (Grease, Glitterdust, and Stinking Cloud) is having much more of an impact on the game than the others without intending to overshadow people? (I'm seeing it in two games I am currently in. The DMs encourage roleplaying and etc like what you are suggesting, but some people still feel less than useful. Feel free to say they're not good DMs, though that's starting to ring of "No true Scotsman" to me.)

1) Up the number / duration of encounters. Eventually, the spells start to peter out, and if the encounters stay highly unpredictable, spellcasters will become more conservative with spells.
2) I'm not accusing anyone of being a bad DM: I'm saying DM's often put far more time into creating and maintaining their campaign than players are willing to appreciate. Players need to wake up, and help the DM to help them. DM's need all the help they can get: keeping notes, making maps, and helping to define the world.
3) It isn't unreasonable, as a DM, to flex things to help the fighter or rogue along: if they engage in the world around them, provide them with powerful connections. They, too, could sign agreements and contracts with angelic or demonic forces. That they can't summon them themselves, doesn't prevent them from hiring someone else to do so, or meet them while otherwise adventuring.

Agreed; they were, of course, examples of how, by the books, casters are overpowered and one of the ways you can overshadow others. But it is by no means the only way, and there are a lot more ways to do so with non-broken spells.

Yep, my main secondary complaint on spellcasting, is the ability to negate skill points and third is movement. I have no problem with artillery.

How does a non-spellcaster, who goes around being involved in various organizations, feel as if they contribute as much as someone who can do that and alter reality on top of it?

Because you can't do everything at once.

Just as Gestalt characters are not really twice as powerful in combat. Even during downtime, actions are limited in time. Sure, the spellcaster can short cut and use spells to achieve a huge amount in a very short period of time, if he chooses. But they need to be wary for having a reserve available, should some unexpected emergency appear.

Restrict the spellcaster's flexibility, by applying some of the idea's presented.
In adventuring mode: more encounters, more lengthy encounters, more skill challenges, more time-dependant adventuring. Less time for recouperation over several days.

Sure, the wizard could teleport everyone over the grand canyon, but is it the best use of party resources?

I don't know. Sometimes, I think it comes down to the player's perception of their own contribution. It isn't easy.
 

If you don't see the point, and are happy to just cast oodles of spells to solve basic mundane every day problems, more power to you.
The point you were saying is that "you can't do everything as it would be an inefficient use of resources in your downtime and would leave you with nothing left over", I believe.

I personally think you have a point but are exaggerating.

But this means you'll have fewer spell options available, should something happen...
Oh, one less 2nd level spell. That's gonna hurt. This is exactly the kind of thing that makes me think that you're exaggerating the issue.

Yep, but fear and respect, don't ensure true loyalty or willingness to sacrifice themselves for your cause.
1. How are you getting fear out of that?
2. It is better to be feared than loved.

Well, no, that's not true, but I felt obligated to quote a classic.

Anyways, since we're dealing with a hypothetical situation with imaginary people who knows what exactly wins them over? It might be hard manual labor, or it might be magical power, or it might be force of personality. Depends on the society. I don't think a fighter who helps around is guaranteed more respect than a spellcaster who does the same.

*shrug* some might see it as an attempt at humour.
Humor can't be used to insult others?

Nope, not reading up on lots of wierd PrC's for a mere thread in Enworld. Suffice to say, if a fighter and a wizard were both aiming for different PrCs, both which required a 4 feat investment, the fighter would still have a few feats left.
Here's the thing: some prestige classes require a lot of feats. Some require few feats. Most don't seem to require a heavy feat infestment. Thus I do not think you can just say "because you may have to spend a lot of feats to qualify for a prestige class, then a spellcasting class cannot easily afford to take Leadership."

Examples are good. But so is realising that the arcane spellcasters will run out of spells towards the end of the day if they keep the pace suggested by you. How many 6th, 5th, and 4th level spells can a 12th level wizard memorize / sorcerer cast per day?
6th: 5/day
5th: 7/day
4th and below: 8/day
(Slightly less for a Specialist wizard, but they get more spells known)
Should be enough to get by even after casting, say, a few 5th and 6th level spells, considering that the bulk of your mid and low level spell slots are still available for combat.

Mechanically? Probably not: but it shouldn't be necessary. The point being, the wizard cannot do all this in one day, and still be potent at the end of the day.
What do you mean by "do this all in one day"? Do you mean retooling for a different situation? I said that he could adjust his spells on a day to day basis, not do it all in one day. (Since you can't get up in the morning, prepare spells, have two hours pass, then rest for 8 hours and prepare a new set of spells again.)

Campaign specific: 3-4 encounters per day. Sure, the wizard / sorcerer has a degree of flexibility, but there are very real limits on that flexibility. Once the sorcerer or wizard is drained of spells, they really are just a breathing bag of feeble hp. How often the DM allow the party to suddenly withdraw, because the wizard has run out of spells? Go adventuring alone often?
About as often as he allows the party to retire because the fighter has run out of HP.
1) Up the number / duration of encounters. Eventually, the spells start to peter out, and if the encounters stay highly unpredictable, spellcasters will become more conservative with spells.
It's been my experience that being hard on spellcasters like this is equally, if not more, hard on fighters since they now have to stay in melee for extended periods of time and take lots of damage.

3) It isn't unreasonable, as a DM, to flex things to help the fighter or rogue along: if they engage in the world around them, provide them with powerful connections. They, too, could sign agreements and contracts with angelic or demonic forces. That they can't summon them themselves, doesn't prevent them from hiring someone else to do so, or meet them while otherwise adventuring.
Of course, they don't really have the same control over the forces as a spellcaster would.

Because you can't do everything at once.

Just as Gestalt characters are not really twice as powerful in combat.
No one's saying they are.

Even during downtime, actions are limited in time. Sure, the spellcaster can short cut and use spells to achieve a huge amount in a very short period of time, if he chooses. But they need to be wary for having a reserve available, should some unexpected emergency appear.
From what I can tell, you can achieve lots (relative to mundane people) and still have reserves.

Restrict the spellcaster's flexibility, by applying some of the idea's presented.
In adventuring mode: more encounters, more lengthy encounters, more skill challenges, more time-dependant adventuring. Less time for recouperation over several days.
I can see how this would be hard on fighters. Long hours facing dangerous enemies up front. The need for skills when you don't have many. A quick timeline with no time for rest and, by extension, healing, so you're forced to rely on a cleric for healing, which drains his spells and prevents him from healing you as effectively in combat or after combat, as well as casting other cleric spells.

Sure, the wizard could teleport everyone over the grand canyon, but is it the best use of party resources?
Yes, because climbing up and down a massive, massive geographical feature is time consuming (tight deadlines, after all) and dangerous?
 
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Dadu you have to admit magic is only as overwhelming as the dm lets it be and dms often take a dim view of caster abuse. Fighters on the other hand may rely on more mundane means but with proper dming they can by hust as terrifying. one round up close and wizards and sorcerers are done against a fighter with a greater dispelling weapon only a +2 bouns with the mage slayer feats.
 

Dadu you have to admit magic is only as overwhelming as the dm lets it be and dms often take a dim view of caster abuse.
Yes, the DM can and often will limit what can be done. However, that you have all these issues with one kind of character class and not another, I believe, answers your question of why people think spellcasters are so powerful.

Fighters on the other hand may rely on more mundane means but with proper dming they can by hust as terrifying.
To clarify: are you talking about matching efficacy on the battlefield, the ability to impact the game setting, both, or something else?

one round up close and wizards and sorcerers are done against a fighter with a greater dispelling weapon only a +2 bouns with the mage slayer feats.
t'd have to be a +3 weapon total since you must add properties onto a +1 weapon.

The Mageslayer line of feats is very useful, but I've always seen them as inadequate because they require you to get next to someone who may be posses one or more of the following: flight, all day flight, invisiblity, burrowing, movement speeds in excess of 200ft/round, precognition, and contingencies.

Again, if you'd like to see how it well it works in actual practice, feel free to roll up a level 13 fighter with Mage Slayer. I'll bring a sorcerer with less broken spells (no Polymorph or Planar Binding) and we can have a go at it. Maybe greenslime would even DM it to show me how a real DM handles it. We can start with a few PvP matches, then go on an adventure and see how proper DMing can balance the scales.

I'm sure it would be a great learning experience for all three of us.
 
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Fighters can have flying mounts and if they use boots of teleportation or they ride up to you on thier turn. Fighters to act as well you know they don't stand around waiting for you to throw a spell at them and have access to magic items too.
 

Fighters can have flying mounts and if they use boots of teleportation or they ride up to you on thier turn. Fighters to act as well you know they don't stand around waiting for you to throw a spell at them and have access to magic items too.
I'm getting a little tired of theoretical arguments back and forth. Are you confident enough in your opinion to test it out?
 
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Fighters can have flying mounts and if they use boots of teleportation or they ride up to you on thier turn. Fighters to act as well you know they don't stand around waiting for you to throw a spell at them and have access to magic items too.
THe boots waste your turn = Standard action.
Sure you have as move action left, but I'm not sure what you can do with that + % error: no Teleport without error.
 

Between greenslime* and you , I'm getting a little tired of theoretical arguments back and forth. Are you confident enough in your opinion to test it out?

*No offense, it's just time and energy consuming.

No, not a good idea, an two accounts: 1)because this "real" DM would be too tempted to have your sorcerer squashed by a falling piano-shaped planetoid. But perhaps a real player can handle that...even if his real character cannot. 2) if you think that answering this thread is time and energy consuming, wait 'til you participate in a real PvP play-by-email/messageboard game....


(PHB sorcerers at 12th level, only cast 3 6th, 5 5th, and 6 1st-4th level spells, plus Charisma... So unless you have a Charisma of 32, how are you getting 2 bonus spells per spell level / day?)
 

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