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General Tabletop Discussion
*Dungeons & Dragons
Why Do You Think Wizards Are Boring?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9091744" data-attributes="member: 6790260"><p>I still don't think the original claim follows, even allowing for this, which I admit I had not. (Though IMO the reaction spells are much, much less significant an impact than you assert here. Not <em>no</em> impact, but not "belting out" tons more spells.)</p><p></p><p>Having scaling cantrips as reliable (if basic) options means, if you really want, <em>all</em> of your regular spells can be weird, esoteric, impractical, or ultra-DM-dependent. Playing a hardcore illusionist is no longer tantamount to choosing not to deal damage. Taking a <em>bubble bath</em> spell no longer means nearly as big a sacrifice, so it comes closer to a value judgment rather than a dull calculation.</p><p></p><p>I'm reminded of the Zee Bashew short video about "The Diviner Who Knew Too Little." Halfling diviner wizard with the Lucky feat, waltzing through life hilariously unaware of just how much chance warps around him. With just a single solid offensive cantrip (or perhaps two, one for melee, one for range, e.g. <em>shocking grasp</em> and <em>mind sliver</em>), you can dedicate all your other spells to whatever strikes your fancy. Buffs, illusions, terrain effects, movement, whatever. And if you find you have an extra cantrip spot, <em>frostbite</em> slots in neatly for yet more probability-manipulation.</p><p></p><p></p><p>Fork 'em out into a Guild Wars style "mesmer" class.</p><p></p><p></p><p>I mean, it <em>would</em> be, if Wizards ever actually DID nerd things. But they don't, which is a big part of why Wizards are boring.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9091744, member: 6790260"] I still don't think the original claim follows, even allowing for this, which I admit I had not. (Though IMO the reaction spells are much, much less significant an impact than you assert here. Not [I]no[/I] impact, but not "belting out" tons more spells.) Having scaling cantrips as reliable (if basic) options means, if you really want, [I]all[/I] of your regular spells can be weird, esoteric, impractical, or ultra-DM-dependent. Playing a hardcore illusionist is no longer tantamount to choosing not to deal damage. Taking a [I]bubble bath[/I] spell no longer means nearly as big a sacrifice, so it comes closer to a value judgment rather than a dull calculation. I'm reminded of the Zee Bashew short video about "The Diviner Who Knew Too Little." Halfling diviner wizard with the Lucky feat, waltzing through life hilariously unaware of just how much chance warps around him. With just a single solid offensive cantrip (or perhaps two, one for melee, one for range, e.g. [I]shocking grasp[/I] and [I]mind sliver[/I]), you can dedicate all your other spells to whatever strikes your fancy. Buffs, illusions, terrain effects, movement, whatever. And if you find you have an extra cantrip spot, [I]frostbite[/I] slots in neatly for yet more probability-manipulation. Fork 'em out into a Guild Wars style "mesmer" class. I mean, it [I]would[/I] be, if Wizards ever actually DID nerd things. But they don't, which is a big part of why Wizards are boring. [/QUOTE]
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