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Things I Do To Make Wizards More Fun!
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<blockquote data-quote="RoughCoronet0" data-source="post: 9106226" data-attributes="member: 7031665"><p>What Wizards need is more mechanical heft to their main class chassis, something that is more then just casting spells (which all casting classes can do). The Memorize/Modify/Create Spell....spells from the UA were a step in the right direction in my opinion, because it actually gave the base Wizard a unique feature that fits with it's theme, masters of spell craft being able to quickly modify and create unique and individualized spells with time and practice. Not to mention giving them a ritual that allows them to switch out a spell they know in a pinch during a short rest, like a master of arcane knowledge learning their is a dangerous creature like a hydra the party must contend with and going "oh, I believe I have heard about Hydras and may know a spell that can handle those pesky regenerative heads, let me quickly look over it and I'll be ready for action".</p><p></p><p>They also need better designed subclasses with more impactful features throughout all subclass levels, especially the 8 schools of magic subclasses. While a few of them get an early feature that is pretty cool and thematic while playing off the spells of that school, many of them don't get features that really capture the theme of that magic school until significantly later in level, if at all (looking at you Conjuration and Transmutation). I think the idea of a Wizard who is a master of a specific class is cool in theme and theory, but it's not executed well. I'd also love to see each subclass be able to interact with the Modify/Create Spell feature in a unique way as well, like how the UA Rogue Subclasses interact with the main class's Cunning Strike feature. </p><p></p><p>Just....give us more then just "can cast spells" please.</p></blockquote><p></p>
[QUOTE="RoughCoronet0, post: 9106226, member: 7031665"] What Wizards need is more mechanical heft to their main class chassis, something that is more then just casting spells (which all casting classes can do). The Memorize/Modify/Create Spell....spells from the UA were a step in the right direction in my opinion, because it actually gave the base Wizard a unique feature that fits with it's theme, masters of spell craft being able to quickly modify and create unique and individualized spells with time and practice. Not to mention giving them a ritual that allows them to switch out a spell they know in a pinch during a short rest, like a master of arcane knowledge learning their is a dangerous creature like a hydra the party must contend with and going "oh, I believe I have heard about Hydras and may know a spell that can handle those pesky regenerative heads, let me quickly look over it and I'll be ready for action". They also need better designed subclasses with more impactful features throughout all subclass levels, especially the 8 schools of magic subclasses. While a few of them get an early feature that is pretty cool and thematic while playing off the spells of that school, many of them don't get features that really capture the theme of that magic school until significantly later in level, if at all (looking at you Conjuration and Transmutation). I think the idea of a Wizard who is a master of a specific class is cool in theme and theory, but it's not executed well. I'd also love to see each subclass be able to interact with the Modify/Create Spell feature in a unique way as well, like how the UA Rogue Subclasses interact with the main class's Cunning Strike feature. Just....give us more then just "can cast spells" please. [/QUOTE]
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