Faradon said:
In the types of games I've played in and run...
Arcane casters have really felt underpowered, especially when compared to divine casters.
So quickly let's look at the differences at lvl 10 and 20 between a cleric and wizard.
Cleric - 10th +7/+2 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1
Wizard - 10th +5 +3 +3 +7 4 4 4 3 3 2
Cleric - 20th +15/+10/+5 +12 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
Wizard - 20th +10/+5 +6 +6 +12 4 4 4 4 4 4 4 4 4 4
Clerics have: Double the hit die (D8 vs D4), can wear any armor, use more weapons, turn undead, has the superior base attack bonus, gets access to all cleric spells without having to learn/acquire/pay for them, gets more spells per level (at level 10 it's the difference of just the domain bonus, but at 11+ the cleric actually gets more raw spells per level as well!), oh and let's not forget the domain powers like free weapon focus, or if you choose the magic domain: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). Also, because clerics can spontaneously cast cure spells, this gives them extra versatility in what spells they can choose to prepare, making them better suited to deal with more situations.
Wizards have: The hit die of a commonner (d4, 1/2 of what the divine classes get), can not wear armor, supplied with limited weapons, have the worst BAB in the game, get 2 bonus feats by level 10, can scribe scrolls, and can shoot themselves in the foot by taking a familiar. They receive fewer spells per level than a cleric, must purchase new spells as they go up in levels, get no sort of spontaneous casting to broaden their selection, and even as a specialist caster they get less spells per level than a cleric at levels 11+.
Both classes receive the same amount of skill points (though the wizard is likely to have the higher intelligence and get a few more as a result).
So, with everything else being as unequal as it is the wizard must have far more powerful spells right?
Well... not exactly... Now I'm not saying wizards don't have *some* spells that really are great... but on the whole... well.. let's compare a couple.
5th lvl- Cone of Cold (Wiz) vs Flame Strike (Cleric)
1d6/lvl (15d6 max) 1d6/lvl (15d6 max)
Cone shaped all ice 10' rad / fire/divine mix
The cone of cold can potentially hit many more targets, but is harder to target properly while avoiding allies and is all 1 type of damage.
The flame strike is easier to target / avoid hitting friends, does the same amount of damage, and half of its damage is divine power (so no resistance).
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7th lvl - Finger of Death vs Destruction
Fail your save you die from both (can't be rez'd as easily from destruction though)
Make your save and finger deals 3d6 (+1/lvl)
destruction deals 10d6
Both spells have the same range, etc.
I tried to choose spells that were relativly similar. I don't think the arcane caster really gets much of an edge if any...
Like I said though, wizards do have some other special spells that are pretty good, but pound for pound spell wise I don't think arcane casters pull very far away from their divine counterparts. Even at 9th lvl... Miracle vs Wish, etc... the differences in spellpower that justified the physical differences in the classes isn't present any longer in 3.x.
Are other gaming groups running into this at all? from what I'm reading here everyone is saying wizards are just fine the way they are... and people have even called them overpowered. If a wizard is overpowered I don't know what to call a cleric other than divine...
On the surface, your analysis seems fairly accurate. But, I think there is one area you missed. I think you were quick to judge offensive spells. Not only do Wizards typically have better single target offensive spells, but they tend to have more and better multi-target offensive spells verus single target offensive spells. This is the area where Wizards shine over Clerics. For example, the following tend to be some of the best offensive spells that Wizards and Clerics get at various levels:
1 Color Spray, Ray of Enfeeblement, Sleep VERSUS Cause Fear
2 Flaming Sphere, Scorching Ray, Summon Swarm, Web VERSUS Sound Burst, Spiritual Weapon, Hold Person (single target, save every round and Wizards get this at 3rd)
3 Fireball, Lightning Bolt, Stinking Cloud, Deep Slumber, Sleet Storm VERSUS Searing Light, Blindness/Deafness, Bestow Curse
etc.
Most of the Clerical offensive spells are single target. Those that are multiple target tend to be less impressive than the Arcane multi-target spells of the same level.
I also think that there are more ways to improve a Wizard than a Cleric.
For example:
1) A Wizard can specialize. Especially at low to mid-levels, that one extra spell per day per spell level boosts a lot.
2) A Wizard can take better defensive spells. Clerics tend to buff a little for everyone, Wizards just plain try to never get hit (e.g. Mirror Image, Invisibility, Fly, etc.). Even at first level, Mage Armor and Shield tends to be a higher AC than what a Cleric is using and at low level, parties tend to stop adventuring after 3 encounters anyway.
I think some people who play Wizards sometimes do not take enough defensive spells.
3) Scribe Scroll is vastly underestimated. Most Wizards should walk around with a lot of scrolls.
4) Consider taking a Dwarven Wizard. +2 Con helps on hit points and Fort Saves, and Darkvision is indispensible for hanging back in the dark while the party fights.
5) There are only 3 stats needed for a Wizard in combat. Int, Dex, and Con. Clerics tend to need 4: Wis, Con, Str, and Cha (Dex tends to be less useful for them, if they are wearing armor).
6) Metamagic is not that helpful for Wizards. Having a few metamagic feats is fine, but a Wizard should typically not specialize in metamagic (Sorcerers should specialize in metamagic). Wizards would be better off taking item creation feats (especially Craft Wondrous Items) and boost their abilities that way.
7) Because of their scrolls, Wizards should consider keeping a few spell slots open every day for emergencies. This allows them to prepare for a specific situation. If you need to get through a locked door or chest, it often doesn't matter that you take out 15 minutes to prepare Knock. Don't use a scroll if you do not need to, but don't lock up all of your spell slots and then be forced to use up your scrolls either.
8) Wizards do not wear armor. This tends to be viewed as a weakness, but it in some ways it is a strength. Although Wizards do not take many skills that armor penalties affect, Clerics tend to take none. For example, my Wizards tend to take Tumble, even though it is cross classed. Wizards tend to have a better movement rate than Clerics. Wizards can carry more equipment for the same Strength score as a Cleric (assuming the Cleric has armor and/or a shield and/or more and heavier weapons).
With regard to weapons, I think your accessment is a bit unfair. Wizards shouldn't be using weapons except at low level where their chances to hit tend to be fairly close to that of Clerics, especially with ranged weapons.
Wizards should use spells and items, not weapons. Them not having good weapon abilities is basically irrelevant.