James Gasik
We don't talk about Pun-Pun
Here's the thing though; what ability do the martials have to protect the spellcasters?I think there are two fixes for the wizard, one is easy, the other is more extensive. Full casters all need to drop to lower hit dice. Bring back the d4 for wizards and maybe even d6s for divine casters. Make the tradeoff for all that power a more fragile build and makes martials more important to have around to protect them. Secondly, a total spell level revisit and drop all the old sacred cow spells. Move sleep, charm person, and invisibility, spells up in level and bring down some of the more niche higher-level spells down. Really look at what a 1st level spell should be capable of doing when going up against beginning encounters and build all the rest accordingly. I think some spells should also have different DC rolls to cast depending on function. But basically, all spells need a fresh look and total rewrite. I dont see this happening for 1dnd though but I hope they do.
Imagine you're a monster, there's a pointy hat about to ruin the day of you, your friends, and anyone you have ever met. So you don't really care if you go out in a blaze of glory, that was going to happen anyways.
Opportunity attacks? Highly unlikely they're going to kill you.
You need a specialized build to do much of anything, and most of the options you'll need aren't available at 1st level. The "classic" party has 2 spellcasters, a Fighter, and a Rogue. The only way you can physically block enemies would be with the old "stand in a dungeon door" scenario, and that still won't do more than grant soft cover against ranged attacks.
So squishier casters might just lead to no casters, which isn't really helping the game's balance, because so many problems in the games have only one solution: throw magic at it.