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What is REALLY wrong with the Wizard? (+)
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<blockquote data-quote="DND_Reborn" data-source="post: 8869134" data-attributes="member: 6987520"><p>I concur.</p><p></p><p>While I started the thread, I recognize the issue for myself is I prefer low-magic games, and too many spells, too wide a variety, constant cantrips, etc. is directly opposed to the style of game I like. So, in many ways ALL full-casters are an issue, but Wizards just happen to be the worst offenders in that way.</p><p></p><p>Wizard (or any caster really) do not dominate every encounter, trivialize every challenge, or prevent other players from having a lot of fun when they are in the party. Now, they can certainly do A LOT and as nearly always the DM, the default magic level of 5E does make challenges which would be difficult for martials much easier for wizards.</p><p></p><p>For example, an exploration challenge of a chasm. Martials would either have to take time (and risks) climbing down, crossing, and climbing back up. A caster with <em>dimension door</em> might be able to reach the other side with a single spell.</p><p></p><p>Higher level spells can change the entire swing of an encounter in ways martials simply can't match. Limited spell slots is a poor balance point for such power, however few games ever reach this point, so I can't say really how much of an issue it is. For me, the simple fact it is <em>possible</em>, it a problem.</p><p></p><p>My solution (as new home-brew) is to slow down the spell progression of casters so full casters cap out at 5th level spells and half-casters at 3rd level spells. Cantrips function on a recharge, so aren't at-will. I've also revamped the spell lists so wizards have fewer spells. There are some other changes to make it more gritty, but those changes make it low-magic for me.</p><p></p><p></p><p>More ways? No, it isn't anecdotal. It is right there in the size of their spell list---but it also depends on what they are trying to do.</p><p></p><p>More impactful ways? Entirely depends on what they are trying to do.</p><p></p><p>Even if you ask: <em>more things they </em>can <em>do?</em> Now it depends on what spells they have access to (and much of that is DM fiat).</p><p></p><p>IME, if you are happy with the default "magic-level" in 5E, there really isn't much of a problem with Wizards until you reach tiers 3 and 4. By that point, they have both large enough variety of spells in their spellbooks to be generally well-prepared for most encounters and challenges while also having sufficient spells slots to cast the necessary spells when needed.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8869134, member: 6987520"] I concur. While I started the thread, I recognize the issue for myself is I prefer low-magic games, and too many spells, too wide a variety, constant cantrips, etc. is directly opposed to the style of game I like. So, in many ways ALL full-casters are an issue, but Wizards just happen to be the worst offenders in that way. Wizard (or any caster really) do not dominate every encounter, trivialize every challenge, or prevent other players from having a lot of fun when they are in the party. Now, they can certainly do A LOT and as nearly always the DM, the default magic level of 5E does make challenges which would be difficult for martials much easier for wizards. For example, an exploration challenge of a chasm. Martials would either have to take time (and risks) climbing down, crossing, and climbing back up. A caster with [I]dimension door[/I] might be able to reach the other side with a single spell. Higher level spells can change the entire swing of an encounter in ways martials simply can't match. Limited spell slots is a poor balance point for such power, however few games ever reach this point, so I can't say really how much of an issue it is. For me, the simple fact it is [I]possible[/I], it a problem. My solution (as new home-brew) is to slow down the spell progression of casters so full casters cap out at 5th level spells and half-casters at 3rd level spells. Cantrips function on a recharge, so aren't at-will. I've also revamped the spell lists so wizards have fewer spells. There are some other changes to make it more gritty, but those changes make it low-magic for me. More ways? No, it isn't anecdotal. It is right there in the size of their spell list---but it also depends on what they are trying to do. More impactful ways? Entirely depends on what they are trying to do. Even if you ask: [I]more things they [/I]can [I]do?[/I] Now it depends on what spells they have access to (and much of that is DM fiat). IME, if you are happy with the default "magic-level" in 5E, there really isn't much of a problem with Wizards until you reach tiers 3 and 4. By that point, they have both large enough variety of spells in their spellbooks to be generally well-prepared for most encounters and challenges while also having sufficient spells slots to cast the necessary spells when needed. [/QUOTE]
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