If the wizard does not have too much information on what they will be doing nothing. If you play modules or just dungeon delve and the wizard has access to all spells then players that know the modules or types of encounters the DM likes, will always be functioning at max effect.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.
Hardly anyone plays Wizards anymore. (@Ruin Explorer)
This isn't something I've experienced personally as Wizard as a class is played about as much as any other class in my games (or ones I play in). However, I certainly understand how people joining D&D and wanting to play a pop culture Wizard would be disappointed.
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.
I would like to see them get either better armor classes or bigger hit dice. One of the two is enough to make them the fragile class, we do not need both.
They're not, certainly not at the levels that are played the most (say 1-12). A Wizard cannot tank as well as a (properly built) fighter, a barbarian, or even close to as well as a druid.I have the exact opposite issue. Wizards are the best tanks in the game, and they shouldn't be.
These are all limited resources (well not armor access, but if you spend a feat on that you're missing out somewhere else). If the wizard actually has to control themselves (as in not get to rest all the time) then overindulging on these will REALLY limit what the wizard is good at (again, especially at the levels of most common play), Not saying stuff like shield and mirror image aren't great - but they have a cost and really push into the stuff the wizard should be doing.+5 AC virtually at will, on top of a usual solid Dex. Mirror Image, Blink, Blur, etc. and, potentially, armor access via feats and multiclassing. To top that all off, one of the most popular subclasses has the ability to force rerolls on successful hits.
D6 HP is the worst of the lot and goes quick.D6 HP, (which is an upgrade from older editions.) Endure Elements, Blade Ward and Stone Skin that virtually double your HP. A subclass that grant temp HP like candy...
The only one that can come close to a dedicated martial damage dealer is the bladesinger. It takes rounds to set up and uses a limited resource and concentration.Offensively, they can come close to martials on single target damage
, are the champions of AoE damage and mobility, control the battlefield as good as anyone out there and buff and debuff like a boss.
This doesn't sound like a problem to me. This sounds like good design. They can be very powerful, but it takes planning, and you can't have everything at once.Having given this way too much thought, I think the problem with the Wizard is that their strength is very situational. They have a tool for just about every conceivable situation, but they can't have them all at once. The right spell selection at the right time can invert the difficulty of encounters, or overcome challenges in ways the DM hadn't expected, and it's these moments that most people who feel the Wizard is too strong are really complaining about.
Except for those times when you can, of course, leaving some DM's completely dumbfounded as to what just happened to their game.This doesn't sound like a problem to me. This sounds like good design. They can be very powerful, but it takes planning, and you can't have everything at once.
I agree. However, the ship has sailed on rebalancing classes, particularly if that involves some sort of perceived "nerf". Classes, by design, and I believe intentionally, can only be given more things (i.e. more power). So, in order to balance wizards, you'd have to buff everyone else more. Nothing else will do.Having given this way too much thought, I think the problem with the Wizard is that their strength is very situational. They have a tool for just about every conceivable situation, but they can't have them all at once. The right spell selection at the right time can invert the difficulty of encounters, or overcome challenges in ways the DM hadn't expected, and it's these moments that most people who feel the Wizard is too strong are really complaining about.
[Snip lots of great commentary]
There's a lot of ways the Wizard can be rebuilt and rebalanced, but the problem is doing that requires change. Lots of change. And for people who feel that the sacred cows of the spell list are part and parcel of what makes D&D, well, Dungeons & Dragons, that might be a bridge too far, which is always something that Wizards of the Coast will have to consider.