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*Pathfinder & Starfinder
Why are wizards always getting nerfed?
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<blockquote data-quote="ruleslawyer" data-source="post: 1107484" data-attributes="member: 1757"><p>See, it's funny. I actually think that 3.0 represented the biggest powerup to the wizard in D&D history. Let's go through this:</p><p></p><p>1) Bonus spells by casting stat</p><p>2) At least 3 1st-level spells at 1st-level wizard</p><p>3) Concentration check (or better yet, defensive casting) to avoid having spells disrupted while spellcasting</p><p>4) Spell disruption by a successful attack no longer being AUTOMATIC but instead avoidable</p><p>5) High-level spells much easier to obtain due to ease of raising ability scores to qualify (the 17 Int required to gain 8th-level wizard spells, or the 18 required to get 9th-level ones, really hurt in 1e/2e)</p><p>6) Moving and casting in same round</p><p>7) Most spells distilled down to "1 action" instead of segments, meaning wizards wouldn't always lose initiative when casting high-level spells (as they certainly did in 2e; the average speed factor of a decent weapon at high levels was about 0, whereas a disintegrate or power word stun took 6 or 7 segments to cast. Given that 2e used a d10 for initiative, you do the math.)</p><p>8) Ability buffing spells and commonly-available (or easily-created) items mean that, by core rules, wizards don't have to be fragile as eggshells or slow as turtles.</p><p>9) AC effect stacking means that wizards can use judicious combinations of spells and items to boost AC to ludicrous levels; and they're the ones who cast the spells and make the items, after all!</p><p>10) Haste allowed 2 spells per round AND a +4 AC bonus, a hitherto unprecedented boost. </p><p>11) More high-level spells at high levels (4 9th-level spells by 20th level to a 2e wizard's 2!)</p><p>12) Low cost/easy creation of casting stat items mean that wizards could raise save DCs through the roof. A 1e/2e fighter needed a flat 6, which could be lowered by protection items and Wis bonus, to save against ANY wizard spell, whether cast by Podunk the Prestidigitator or Arkenius the Archmage. A 3.0 wizard can get save DCs up to about 16 at first level with the right feats, and up to about 32 at 20th level. A character of equal level will probably blow even his good save on a 9 or less at those DCs. Targeted against <em>weak</em> saves? Ouch ouch ouch.</p><p></p><p>So anyway, I think that 3.0 was a <em>boost</em> for wizards, not a sign of downward nerf. I feel like 3.5 takes the edge off this a bit.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1107484, member: 1757"] See, it's funny. I actually think that 3.0 represented the biggest powerup to the wizard in D&D history. Let's go through this: 1) Bonus spells by casting stat 2) At least 3 1st-level spells at 1st-level wizard 3) Concentration check (or better yet, defensive casting) to avoid having spells disrupted while spellcasting 4) Spell disruption by a successful attack no longer being AUTOMATIC but instead avoidable 5) High-level spells much easier to obtain due to ease of raising ability scores to qualify (the 17 Int required to gain 8th-level wizard spells, or the 18 required to get 9th-level ones, really hurt in 1e/2e) 6) Moving and casting in same round 7) Most spells distilled down to "1 action" instead of segments, meaning wizards wouldn't always lose initiative when casting high-level spells (as they certainly did in 2e; the average speed factor of a decent weapon at high levels was about 0, whereas a disintegrate or power word stun took 6 or 7 segments to cast. Given that 2e used a d10 for initiative, you do the math.) 8) Ability buffing spells and commonly-available (or easily-created) items mean that, by core rules, wizards don't have to be fragile as eggshells or slow as turtles. 9) AC effect stacking means that wizards can use judicious combinations of spells and items to boost AC to ludicrous levels; and they're the ones who cast the spells and make the items, after all! 10) Haste allowed 2 spells per round AND a +4 AC bonus, a hitherto unprecedented boost. 11) More high-level spells at high levels (4 9th-level spells by 20th level to a 2e wizard's 2!) 12) Low cost/easy creation of casting stat items mean that wizards could raise save DCs through the roof. A 1e/2e fighter needed a flat 6, which could be lowered by protection items and Wis bonus, to save against ANY wizard spell, whether cast by Podunk the Prestidigitator or Arkenius the Archmage. A 3.0 wizard can get save DCs up to about 16 at first level with the right feats, and up to about 32 at 20th level. A character of equal level will probably blow even his good save on a 9 or less at those DCs. Targeted against [i]weak[/i] saves? Ouch ouch ouch. So anyway, I think that 3.0 was a [i]boost[/i] for wizards, not a sign of downward nerf. I feel like 3.5 takes the edge off this a bit. [/QUOTE]
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Why are wizards always getting nerfed?
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