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What is REALLY wrong with the Wizard? (+)
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<blockquote data-quote="Minigiant" data-source="post: 8867851" data-attributes="member: 63508"><p>This issue is individual spells of an individual wizard but the lack of restrictions. Because the wizard with</p><ol> <li data-xf-list-type="ol">Alibaba's Awesome Abjuration</li> <li data-xf-list-type="ol">Calamitus's Crazy Conjuration</li> <li data-xf-list-type="ol">Dyno's Powerful Divination</li> <li data-xf-list-type="ol">Egg's Great Enchantment</li> <li data-xf-list-type="ol">Eg's Excellent Evocation</li> <li data-xf-list-type="ol">Illya's Sick Illusion</li> <li data-xf-list-type="ol">Sandro's Broken Necromancy</li> <li data-xf-list-type="ol">Tucker's Hot Transmutation</li> </ol><p>is good at all 8 schools. "But those spells don't exist."</p><p></p><p>Exactly. They can't exist because there is nothing in the lore preventing the wizard from access to them if they did exist. This is why you can't dive hard into complex magic fantasy for wizard., But as powerful spells are added to a setting/campaign, the wizard's power grows until it hits critical mass and does have 75% of the major answers on one PC.</p><p></p><p>And then the game shifts to grinding out the wizard's spell slots. And if the designers pigeonholed other classes into certain effects, the wizard let them handle that and shift to utility belt mode earlier. Then not only is the DM "forced" to grind out the wizard if they don't want wizard spells contributing every solutions, they might ban the influx or always punch with effect higher than the wizard's best slots.</p><p></p><p>This all comes down to D&D being a dungeonneering game and Wizards being a "tricks and artillery class" originally. Dungeons were long dangerous affairs. Wizards were weak, had few resources, and had little control over what they got. And the Wizard spells list and tropes were built on those concepts. But as wizard players requested mores spells per day, more HP per level, and more control over their spellbooks, <strong>the design philosophy of the wizard class chassis and the wizard spell design no longer matched up.</strong></p></blockquote><p></p>
[QUOTE="Minigiant, post: 8867851, member: 63508"] This issue is individual spells of an individual wizard but the lack of restrictions. Because the wizard with [LIST=1] [*]Alibaba's Awesome Abjuration [*]Calamitus's Crazy Conjuration [*]Dyno's Powerful Divination [*]Egg's Great Enchantment [*]Eg's Excellent Evocation [*]Illya's Sick Illusion [*]Sandro's Broken Necromancy [*]Tucker's Hot Transmutation [/LIST] is good at all 8 schools. "But those spells don't exist." Exactly. They can't exist because there is nothing in the lore preventing the wizard from access to them if they did exist. This is why you can't dive hard into complex magic fantasy for wizard., But as powerful spells are added to a setting/campaign, the wizard's power grows until it hits critical mass and does have 75% of the major answers on one PC. And then the game shifts to grinding out the wizard's spell slots. And if the designers pigeonholed other classes into certain effects, the wizard let them handle that and shift to utility belt mode earlier. Then not only is the DM "forced" to grind out the wizard if they don't want wizard spells contributing every solutions, they might ban the influx or always punch with effect higher than the wizard's best slots. This all comes down to D&D being a dungeonneering game and Wizards being a "tricks and artillery class" originally. Dungeons were long dangerous affairs. Wizards were weak, had few resources, and had little control over what they got. And the Wizard spells list and tropes were built on those concepts. But as wizard players requested mores spells per day, more HP per level, and more control over their spellbooks, [B]the design philosophy of the wizard class chassis and the wizard spell design no longer matched up.[/B] [/QUOTE]
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