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What are the Roles now?
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<blockquote data-quote="EzekielRaiden" data-source="post: 6528812" data-attributes="member: 6790260"><p>Is the snark really necessary? I made the "no blown spell slot" requirement because, let's face it, spells in 5e (as well as 3e) can do just about anything, for at least a single round and often a whole combat (it's a bit part of why LFQW happened in 3e). However, addressing the things you mention here:</p><p>1) Cantrip spells can affect enemy movement in 4e, too, so that's hardly new.</p><p>2) The ward technically appears to not require a spell, sure, but recharging it does: doesn't the text read that you must cast a spell of 1st level or higher to recharge it? But fair enough, it's not technically a spell slot and it does protect an ally.</p><p>3) I would need to pore over 4e Wizard options. I'd be surprised if this doesn't exist at all, but it probably doesn't happen as early as the Diviner gets it. Point sort of taken, though by that same token the Portent is widely recognized as extremely powerful.</p><p>4) 4e Wizards can grapple too.</p><p>5) Wizards have <em>always</em> been able to stand in the way of things, and in 4e there's explicit support for it. Staff Wizards are highly defensive.</p><p>6) AoOs and OAs existed in 3e and 4e respectively, and for a Wizard with an at-will that counts as a Basic Attack, they can be pretty damn potent.</p><p>7) That's...not really "protection." It's warning, which is very useful, but an alarm is not itself "protection." Perhaps I'm splitting hairs there, but I see that as a pretty significant distinction.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 6528812, member: 6790260"] Is the snark really necessary? I made the "no blown spell slot" requirement because, let's face it, spells in 5e (as well as 3e) can do just about anything, for at least a single round and often a whole combat (it's a bit part of why LFQW happened in 3e). However, addressing the things you mention here: 1) Cantrip spells can affect enemy movement in 4e, too, so that's hardly new. 2) The ward technically appears to not require a spell, sure, but recharging it does: doesn't the text read that you must cast a spell of 1st level or higher to recharge it? But fair enough, it's not technically a spell slot and it does protect an ally. 3) I would need to pore over 4e Wizard options. I'd be surprised if this doesn't exist at all, but it probably doesn't happen as early as the Diviner gets it. Point sort of taken, though by that same token the Portent is widely recognized as extremely powerful. 4) 4e Wizards can grapple too. 5) Wizards have [I]always[/I] been able to stand in the way of things, and in 4e there's explicit support for it. Staff Wizards are highly defensive. 6) AoOs and OAs existed in 3e and 4e respectively, and for a Wizard with an at-will that counts as a Basic Attack, they can be pretty damn potent. 7) That's...not really "protection." It's warning, which is very useful, but an alarm is not itself "protection." Perhaps I'm splitting hairs there, but I see that as a pretty significant distinction. [/QUOTE]
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