why are wizards so weak?

Particle_Man

Explorer
My theory is that, with the change to 3E, monsters and PC's got more hit points, but wizards' spells did not do more damage to catch up.

I ran a campaign where, a) I gave wizards immediate access to every spell in the phb on the wizard spell list (assuming that they could cast a spell of that level), and b) I gave them, for free, every metamagic feat in the phb, c) I allowed them to cast spontaneously, like a sorceror (so they had immediate access to every spell in the immediate sense of immediacy).

There was no noticable increase in "kill power", although more increase in utility functions and the use of spells that would otherwise rarely get used.

It is sad, really.

[edit] I added point c to clarify what I meant by point a.
 
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I wouldn't call them weak, although I will say that I think Sleep and Darkness spells are broken. Shadowy illumination is not what I would call "Darkness" and Sleep becomes highly ineffective very quickly. By third or fourth level it is pretty much a waste.

-Shay
 


Particle_Man said:
I ran a campaign where, a) I gave wizards immediate access to every spell in the phb on the wizard spell list (assuming that they could cast a spell of that level), and b) I gave them, for free, every metamagic feat in the phb.

I'll take your word for it, but I just can't see it. :eek: I believe I could under those conditions make a wizard that would MOP THE FLOOR with the opposition! (Unless you were talking, say, 5th level or less, and even then that's a STRONG wizard.)

Keep in mind that:

  • Damage spells are not the only trick in a wizard's repertoire. Weak saves (everybody's got a weak score) mean strong fight-ending spells with nary a hit point lost on the enemy.
  • Utility Spells can turn the other player characters into "Swedish Murder Machines" in their own right. :)
  • Leaving a slot open at each level (doable with higher ability scores) means in 15 minutes' time the wizard is prepared for any challenge.
  • A wizard also has his strength in making items (scrolls and potions especially). In some ways, these are even better than leaving a slot open -- no prep time on-site, full complement is devoted to more specific spells, and someone other than the wizard can use them.

I'd be interested in hearing more specifics on the wizards' prowess, because that much utility is a seriously good ace in the hole.
 


I think that TSR/WotC discovered that wizards were disproportionately popular compared to clerics so when they came to design 3.0, they disempowered wizards and empowered clerics.

I don't have any proof of this but the fact that the product feedback cards that were included with some products asked about favourite class is suggestive.
 


Wizards were WAY too powerful in 2E. So they raised everyone else's power relative to the wizard (which is a bad move IMO but that's just me).

I think that "weak" wizards is synonymous to "poorly played" wizard. In 2E, we played wizard like we play 3E sorceror. Wizards are to be played differently. They truly shine among a "scheming" type of party. The suck with the "kick in the door" tactics. They are magnificent if the party goes to great lenght to prepare themselves for a fight rather than just find the BBEG ASAP and kick his butt.

In praticed, I've found that they work better with party of evil character due to the nature of the evil character: paranoïd, double thinking, double dealing, not taking any chances to leave traces.
 

Keep in mind that wizards gained in increased number of spells, item creation, metamagic, etc. Also, they typically have more hp (higher con bonuses available, con bonuses start at 12 instead of 15).

I think they're fine, but YMMV.
 

Particle_Man said:
My theory is that, with the change to 3E, monsters and PC's got more hit points, but wizards' spells did not do more damage to catch up.
....
There was no noticable increase in "kill power", although more increase in utility functions and the use of spells that would otherwise rarely get used.

It is sad, really.

Wizards get a higher number of spells starting at 1st level in 3e compared to previous versions and even more if they have scores that provide a bonus. More spells = more opportunities and increased "kill power". Wizrds can fashion scrolls left and right in 3e compared to earlier versions and this boosts "kill power" as well.
 

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