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Where did my options go? - The New Paradigm
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<blockquote data-quote="Lizard" data-source="post: 4292714" data-attributes="member: 1054"><p>Survive more than one round in melee. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>If you're using the Magic Precognitive Wizard who knows each encounter for the day and has prepared exactly the right spells, saved them for exactly the right moment, and never had a monster save against them, wizards are "too powerful". In the wonderful world of Actual Play, however, you often find half your spells are useless or inappropriate, targets make saves, you misjudge what you'll be fighting, and, of course, even at high levels, you have fewer hit points than an asthmatic weasel. I wonder how many of the "Wizards are t3h ub3rz ZOMG!" folks have actually *played* one in a game run by a competent DM. Dispel Magic, Spell Resistance, or simply encounters built around a character's weaknesses do a great deal to humble the "mighty" wizard, as does making sure he's the target of the enemy's damage dealers as much as possible. Sorcerors have it even harder; they choose spells based on the overall shape of the campaign, and its easy to find you've got a headful of nothing when an unexpected encounter hits.</p><p></p><p>In actual play, the wizard/sorc doesn't open the Spell Compendium on his initiative and pick just the right spell for the moment (and no one saves against it, ever). Yet the criticisms of him make it sound like that's the case. (And, of course, you only have a tiny subset of available spells to even pick from each day...)</p></blockquote><p></p>
[QUOTE="Lizard, post: 4292714, member: 1054"] Survive more than one round in melee. :) If you're using the Magic Precognitive Wizard who knows each encounter for the day and has prepared exactly the right spells, saved them for exactly the right moment, and never had a monster save against them, wizards are "too powerful". In the wonderful world of Actual Play, however, you often find half your spells are useless or inappropriate, targets make saves, you misjudge what you'll be fighting, and, of course, even at high levels, you have fewer hit points than an asthmatic weasel. I wonder how many of the "Wizards are t3h ub3rz ZOMG!" folks have actually *played* one in a game run by a competent DM. Dispel Magic, Spell Resistance, or simply encounters built around a character's weaknesses do a great deal to humble the "mighty" wizard, as does making sure he's the target of the enemy's damage dealers as much as possible. Sorcerors have it even harder; they choose spells based on the overall shape of the campaign, and its easy to find you've got a headful of nothing when an unexpected encounter hits. In actual play, the wizard/sorc doesn't open the Spell Compendium on his initiative and pick just the right spell for the moment (and no one saves against it, ever). Yet the criticisms of him make it sound like that's the case. (And, of course, you only have a tiny subset of available spells to even pick from each day...) [/QUOTE]
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