Ruin Explorer
Legend
I feel like it's kind of a conflict of interest for you to both ask for us to provide reasons for you to collect, then provide only your commentary on those reasons lol (except the ones you're quoting, but that just highlights the problem). Maybe ditch your colour commentary directly below the issues and put it as an opinion somewhere else in the thread?First, THIS IS A (+) THREAD. Please do not post something like "Everything LOL".
Justify your reasons (hopefully more than just "I don't like them."), or please don't bother posting. Thanks!
Common issues I see complaints about are (in no particular order):
Poor players who feel Wizards should be gods.
I've never experienced this, personally, but I know others have. IMO this is really more about the player than the class, but for anyone whose experienced this and wishes to share their story, I'd be interested to hear about it how you feel the issue is the class and not the player.
Stealing the spotlight from other PCs/players.
I've seen this, but not because the PC was a "wizard" but more so because a player wants to have the spotlight. They make a character which tries to be the best at everything, instead of letting other PCs have their moments to shine.
Being able to overcome just about all challenges.
With many spells Wizards are able to overcome exploration or social challenges in ways other classes just can't. Now, this really isn't exclusive to Wizard, but is more of an issue with spells in general and Arcane spells in particular. Although there are some divine and primal spells, the majority of them are arcane, so naturally seen as the larger issue.
For myself, I've seen some spells do this, but for casters they need to know or have the spell prepared--and I have seen often enough a player lament not having a spell which would make things easy to overcome. I just don't see this in actual play, so I would love to hear actual examples and not just white-room/theory-crafting.
Too large of a spell list.
Now, this one I agree with, but probably not for the same reason others might. IMO probably half the spells are useless and/or pointless--or just outright silly. 90% of the spells I see are almost always the same ones. I just don't think we need so many.
Too many spells in the spellbook.
I agree with this in the idea that wizards gain TWO spells per spell level to add to their spellbook. I think one would be better, and acquiring more would be through finding scrolls or spellbooks, research or downtime activity, etc. with rely more on DM fiat. Alternatively, allow two but re-instate a system for actually learning a spell, so that wizards don't necessarily always learn the spells the player wants--at least not on first try.
Cantrips are an issue.
I see different thoughts on this:
1) Combat cantrips make wizards boring pew pew all the time. Magic is less magical. (Along with this, but perhaps a separate issue, even utility-type cantrips can make magic feel less magical).
2) The opposite view: being able to pew pew is more magical than firing a crossbow when running out of spell slots.
3) Cantrips such as light and dancing lights make environmental factors such as darkness a non-issue.
Spells are too powerful.
Not a common complaint, of course, but one I agree with. Arcane spells especially seem to outstrip the relative power compared to other spells, and certainly compared to what non-casters can even attempt.
The class is boring. (@Zardnaar)
Player Expectations. (@James Gasik)
So, I sort of get this one. But IME it isn't so much about "wanting non-magical classes to be unable to do likewise" as it is about keeping the game grounded. Also, IME spellcasting-players rarely care as much about the more mundane tasks, such as setting up a campsite.
I'm sure there are more, those are just the ones I can think of at the moment. I'll update this list when people add things I didn't think of.
Again, I am really interested in actual experiences in real game play if you have an issue. This is not meant to be a "Wizard-bashing" thread, but more of an attempt to identify actual problems instead of theoretical or white-room.
For example:
Stealing the spotlight - It's rather disingenuous of you to suggest this is solely a player problem. You can argue it's not solely a wizard problem, but it's certainly something that happens far more often with full casters than other characters.
And it can happen even when you don't want it to. I don't play Wizards, but I do play Druids. Over a the course of a campaign, the players get to know what you can do, and between Druid spells, shapeshifting, and the Tasha's familiar thing, you have a pretty incredible toolkit (albeit less incredible than a Wizard). So I can and I do sit back and try to avoid stealing the spotlight, but the reality is I have so much good stuff that I get asked to use it.
And you can try to argue "Oh well it's not bad if you were asked!", but it is.
It is.
If I'm the one solving 50% of the problems, when I'm 20% or less of the group, that's a problem. And even if it's a lower number, odds are, the rest are being solved mostly by another full caster.
Being able to overcome just about all challenges - Your commentary here is more reasonable, but your demand for specific examples really seems like sealioning/bad faith. I can't say if it is, but I'm concerned that if I do give specific examples from actual games, you'll try to argue with the specific examples, rather than accepting them, which ruins the entire point of giving real examples.
The other issue is that hardly anyone plays Wizards anymore. So a lot of examples would be 2E and the like (checked to ensure they could still happen in 3E versions of the game). This is caused mainly by the class being boring AND not giving people a "pop culture" Wizard. The D&D Wizard isn't Harry Potter, isn't a video game wizard, isn't Sparrowhawk, and so on. The 5E D&D Wizard is a weird nerd who knows a ton of spells and INT-based skills, and that's it.
So I'd identify two major problems:
1) Wizards are boring and overpowered, which is a bad combo.
You already have this noted, essentially. Wizards are basically a featureless class whose whole deal is just that they get ALLLLLLLL the Arcane spells, which is a huge and powerful list, and that because they have INT primary, they're likely the best at lore-type skills, which are a huge feature in D&D games. And that's it.
They don't really even have any class features you could trade out for anything (Arcane Recovery and a few subclass bits and bobs). They've got really no weapon/armour proficiencies so they're dull there too.
2) Wizards are the only INT class in all of 5E.
This is a weird stupid 5E design problem. Despite having a bunch of CHA classes, 5E managed to have no INT classes (Warlock could very easily have been INT - it was in 3.XE IIRC) except Wizard. Then it put a bunch of key D&D skills coming off INT, essentially meaning that if you didn't have a Wizard, you're likely to have not-great scores in those because INT doesn't help with anything else (it's not even a common save).
This creates a problem where Wizards are essentially expected to be lore masters in the colloquial sense (further limiting the concepts the class is valid for) whilst also ensuring most groups have poor access to those skills (because they don't have a Wizard).
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