Ad hominen doesn't prove points as well as you think.TreantMonk doesn't know games as well as he thinks
alt?
Ad hominen doesn't prove points as well as you think.TreantMonk doesn't know games as well as he thinks
Bardic knowledge / lore was a class trait
Hate is a strong term, but 5 years into 5e, and I can say that from my perspective there has been very little new or original content.
Yes there was some discussion about arcana & knowledge skills as a couple people tried to argue that one piece of the wizard in isolation... but actually no. The knowledge skills being dim & distributed is only one of the many reasons that the wizard class is lacking by virtue of having too many of the things it should shine on either missing from 5e or copied to other classes with their own goodies in1. It's the same point I was making, you just didn't understand it (though most people do because most people follow TreantMonk)
2. The problem being discussed was expertise in Arcana and people mentioning Rogue - which doesn't work great with many Wizards. However, Knowledge Cleric 1 works well with most Wizards. Hence germane to the topic. But hey, if you're not getting anything out of my point, feel free to ignore it.
3. I don't happen to think there is a problem with the Wizard. I happen to think it's one of the most powerful and versatile classes in the game, if not THE most powerful and versatile. I just think it's not that easy to play at first, until you get the hang of it.
Ok, I've slept...
My point mostly is, it isn't the same to change one spell per day out of 13 spells prepared, than change one spell per day out of 9 spells known. To get the same effect, you'd have to be able to change 5 spells per day out of 9 spells known. Spell versatility as written doesn't infringe on the wizard niche. -Note that I'm not a fan of spell vesatility as it is-. However, giving wizards the chance to quickly change cantrips would infringe on the Warlock and Sorcerer niches, as having more cantrips is an important part of balance for both classes.
Also, the wizard still has primacy on many powerful effects that are simply off-limits for warlocks and sorcerers.
If this was true, it would be nice. Do you have a source?
I was talking mechanically coming together. A pure phb sorcerer doesn't bring half as much to the party as a wizard of the same level. Now, I personally don't care for power, but it hurts acceptance in the table, and DMs who advertise are still more likely to accept a wizard over a sorcerer. Many still treat sorcerers as defective wizards.
In this thread where we are talking about how too many of the areas wizards used to be & should be proud of having been removed from the game or given to other classes in forms that are effectively as good or better & why the sorlock versions on spel versatility being onRest rather than onLevel is evidence for why wizard should have cantrip versatility also be onRest....
So I went back and looked at the 1e Bard... which you had to be 10th level to start into. Yes it has a Knowledge/Lore feature.
2e gains Local knowledge and a feature to know tidbits about legends of items and places.
3e bardic knowledge was basically the same but now it was a d20+Int+Bard levels.
I totally agree the Bards class ability is tied to the historic role of bards. In knowing Lore about people, places, and items of history and legend.
Not the same thing as what a Wizards bailiwick should be in knowledge of matters arcane.
I like your list/class associations for the 4 Int skills and classes. I might use that in some way in my games.
That's not the fundamental laws of magic. It's plain old knowledge. Expertise is a greater ability to remember in this case, likely through mnemonic memorization techniques or such or just exceptional study beyond learning the information. Higher DC's is just rarer information and still has nothing to do with the ability to cast spells.
"A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression."
Wizards don't need to know that necromancy was practised in the a certain valley in Thay or the reproduction of Slaadi to cast spells, but that's what expertise in arcana is going to give.
In this thread where we are talking about how too many of the areas wizards used to be & should be proud of having been removed from the game or given to other classes
no, not only 3,5 comparison. Wizards only need a ritual spell in their spellbook to ritually cast it while every other class with ritual caster needs to prep it.... except warlocks can have a version that lets them add ritual spells from any class and there is no scribing cost. the roles that arcane casters used to lend themselves to (ie god/controller/blaster/etc) still exist in 5e, just the areas the individual classes excel are very different. The int skills should be a point of pride for what is currently the only printed int based class but compared to charisma(deception, intimidation, performance, persuasion) & wisdom (animal handling, insight, medicine, survival perception) based skills... int based(arcana, history, investigation, nature, religion) skills are barely a ribbon even if they weren't things that other classes do just as well if not better if those skills are going to be important to the campaign.... The area that wizards unquestionably excel without peer is the ability to sink more coin into their spellbook than the rest of the party spends combined & continue needing massive amounts of coin even as the other classes move beyond it.. that area is something that players absolutely see when they consider wizard & it lacks any kind of shiny points of unquestionable pride for the class to counter it.If you are talking about in comparison to 3.x again then I think there's a very valid reason for that. Wizards needed to be toned down quite a bit. Not having all the capacities of a previous edition isn't the same thing as having an issue in this edition.
That's misapplying the comparison of the current wizard and previous wizard to the current wizard and current insert class here.
That's something we're all guilty of, of course. "Our favorite class should have this or be this because of how we perceive our favorite class". That's why I think these discussions are helpful. They open up the opportunity for other perceptions based on the views of others.
The problem is that medicine is an unnecessary skill which as written has practically no use and if changed steps on Nature's toes.Expertise needs redefining for bounded accuracy, but yeah, the Wizard should have it for Arcana.
I feel, Arcana should be able to check to sense magical auras, 4e-style.
• Arcana − magic and spells, magical auras
• Religion − planes and planar creatures
• Medicine − healing potions, healing, salves, anatomy, poisons
• Nature − nonhealing potions, plants, animals, elementalism, alchemy, metalworking, acids
• Survival − navigation, foraging, weather