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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Will Wizards Still Lord it Up?
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<blockquote data-quote="Simon Marks" data-source="post: 3862706" data-attributes="member: 56243"><p>(My emphasis)</p><p></p><p>huh, so what does everyone else do?</p><p></p><p>Part of the issue with wizards is the idea that</p><p>1) Magic can do anything, and</p><p>2) Wizards can do magic</p><p></p><p>Which leads to the Batman Wizard issue, namely at high levels magic can replicate and outperform all other classes.</p><p></p><p>Thieves get dropped fairly quickly (in 3.5 we found wands of Knock, Charm and Find Traps replaced any rogue - Silence and Invisibility did the rest)</p><p>Clerics are usually safe because Arcane Magic cannot do curing (for no good reason except</p><p> to protect Clerics).</p><p>Fighters stop being relevant as well once Overland Flight, Imp. Invis. and suchlike become commonplace.</p><p></p><p>For D&D to work well, Wizards have to be less... awesome at everything. Hell, simply being <em>worse</em> at the stuff other people do at equivalent levels would be enough.</p><p></p><p>Charm Person has to be less effective than the Party Face man.</p><p>Knock less effective than the House Breaker.</p><p>Magic Missile less effective than a bow.</p><p>Fireball less effective than a Berserker.</p><p></p><p>D&D has to decide what Wizards are good at and be bad at everything else. 4.0 may actually expand this beyond "Bad at healing, good at everything else".</p><p></p><p>For reference, Good at means "better than someone not specialised in it" and Bad at means "worse than someone not specialised in it" - I guess.</p></blockquote><p></p>
[QUOTE="Simon Marks, post: 3862706, member: 56243"] (My emphasis) huh, so what does everyone else do? Part of the issue with wizards is the idea that 1) Magic can do anything, and 2) Wizards can do magic Which leads to the Batman Wizard issue, namely at high levels magic can replicate and outperform all other classes. Thieves get dropped fairly quickly (in 3.5 we found wands of Knock, Charm and Find Traps replaced any rogue - Silence and Invisibility did the rest) Clerics are usually safe because Arcane Magic cannot do curing (for no good reason except to protect Clerics). Fighters stop being relevant as well once Overland Flight, Imp. Invis. and suchlike become commonplace. For D&D to work well, Wizards have to be less... awesome at everything. Hell, simply being [i]worse[/i] at the stuff other people do at equivalent levels would be enough. Charm Person has to be less effective than the Party Face man. Knock less effective than the House Breaker. Magic Missile less effective than a bow. Fireball less effective than a Berserker. D&D has to decide what Wizards are good at and be bad at everything else. 4.0 may actually expand this beyond "Bad at healing, good at everything else". For reference, Good at means "better than someone not specialised in it" and Bad at means "worse than someone not specialised in it" - I guess. [/QUOTE]
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Will Wizards Still Lord it Up?
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