Wizard Advice for New DM

Torm said:
I've got a guy that I'm DMing that is playing a Wizard for the first time (long-time player, usually plays Rangers), and while not as fussy as your player sounds ;), he has also suggested that he finds it difficult to work with.

I know what his problem is - we keep bleeding him of his first-level spells to "glimpse" for the princess. :)


Lhorgrim said:
The main problem I'm having is the PC wizard. He is a straight class elven wizard, and after two game sessions he is 3rd level. He hasn't stopped complaining that his wizard is too weak since the first session.

Lhorgrim, he wouldn't happen to be the first DM, by chance? :) This could be "not used to playing" jitters. I also find it funny that someone who complains about 3E being "overpowered" is complaining about being weak, but sometimes it takes actually playing a game to make a proper gauge.

Also, what do your other players think of it so far?

Every class has its strengths, and your player needs to figure out what the wizard's strengths are. For a non-specialized wizard (I'm assuming here), he needs to:

A) Choose spells that tailor to removing combatants instead of just damaging them. Color Spray, Sleep (though weaker, still a powerful spell) and glitterdust are good choices, as is Web. Web is even more of a killer NOW!

B) Read up on the differences in Fort, Reflex, and Will save spells. Some spells unlike in 2nd edition suck for casting at certain things. In the good old days, fireball was good enough to cast on ANYBODY; in 3E, however, you are foolish to cast it on a group of rogues and expect to fry them all, thanks to evasion. Target Rogue-types with Fort and Will save spells, target big brutes with reflex saves, and target clerics with the fireballs. :)

C) Start looking at making scrolls, if this is allowed. A wizard with a half-dozen timely scrolls can save the party's bacon. 2nd edition wizards had to take what they were given; 3E wizards can craft a scroll at FIRST level. He may not realize this fact.
 

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Thanks for all the replies, you guys have been very helpful.
As far as advancing a level per session, we only get to play once every two to three weeks, and when we do we play for 10 to 12 hrs. Mark had a good point when he mentioned the party not resting so the wizard can regain spells. The campaign so far has allowed for them to rest as frequently as they like( no time limits on the adventure, no harassing tactics by the enemy). The problem is the wizard never asks the party to rest. He just waits for his turn to come up and then explains that there isn't anything he can do because he is out of spells. I have offered him the opportunity to make a new character, because my first goal is for everyone to enjoy themselves. I hope that with everyone's advice I can improve his experience with the wizard, or at least with 3.5.
 

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The main thing is to make the wizard feel as important to the party as everyone else. When a cleric heals or turns the undead, everyone thinks "Glad we've got a cleric". You've got to make it the same for a low level wizard...high level wizards in 3E are already appreciated...so maybe your player has a point.
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I think Gargoyle is making a really good point, here. I haven't played many second edition games, but I did play a wizard in 3.0 and 3.5, and I have to admit, I felt some frustration as well. At your first three levels, you spend a lot of time casting mage armour while you cower behind the fighter.

Firstly, your wizard has to realize that he will never (even after he gains the oh-so-coveted fireball spell) be on par damage-wise to his friends. As my wizard once put it "I couldn't do that even if I ate a bowl of pearls of power for breakfast!"

Secondly, you have to realize that as a gm, every encounter you throw at the party gives your fighters and barbarians a chance to shine, and therefore, you should attempt to make sure the wizard gets his day in the sun as well. I'm not suggesting you tailor the game for him or fudge rolls. I am, however, suggesting you take a good look at his character sheet. Also, talk to him about what spells he usually prepares for the day. Then, make sure you give him the chance to use the spells he picks every now and then.

Just as you would provide opportunitys for the rogue to use his "disable device", or the bard to use his "bardic knowledge", make sure you allow the wizard to use his non-combat spells to help the party out. That, after all, is half the fun of playing a wizard.

The other half is blasting evil rogues with magic missles: "dodge that, you bugger!"

Seriously, though, hope this helps you out!

T from Three Haligonians

PS: download the song "always the first to die" here: http://www.rpgmp3.com/modules.php?name=News&file=article&sid=4 and play it for him, I gaurentee he'll get a kick out of it!
 

Rl'Halsinor said:
One of my favorite characters ever was an old 1E Gnome fighter/thief whose highest stat was a 15 dex and rest were 10s, 11s, and one 13.

Heh. My 1E gnome fighter had his highest stat in Str. A 13.

His Wisdom was 6.

And I played him for four years...

-Hyp.
 

No, low level wizards can't hold up in a toe-to-toe fight. That's what the shortbow is for. But once the guy hits 5th level, he'll be hell on wheels from then on. That's just how wizards are.
 

I'm currently playing a 3rd level elf wizard (diviner) progressing toward the Loremaster PrC. I've managed to peform quite well, firing spells, writing scrolls and peppering enemies with my crossbow. He may not have the highest body count, but he has killed a respectable number. As for skills, I've decided to emphasis Knowledge skills and languages (hey, he is a diviner). All in all, he's much more powerful and competent - and brings considerably more to the table - than any 2ed wizard I've played.
 

All that you've posted so far makes me wonder how he constructed his character. It's easy to make mistakes with point buy when you first start playing 3.x When I started running it several years ago, one of my first players made his fighter/wizard with an 18 dex, moderate strength and an 8 con. Fighter/Wizard was an easy class to play in 2e and an 8 con didn't give you a penalty in and bonus hit points from con were hard to come by. In 3e, all of that changed. Fighter/wizards require pretty rigorous construction to be viable as anything other than sucky wizards. And writing 8 con on your character sheet is like signing your character's suicide note. So it seems to me quite possible that the character could be suffering from construction mistakes. It doesn't take much to hamstring a wizard. A low con or a low int would easily do that.

The other thing that seems likely is that the character doesn't know how to make low level 3.x spells work for him. The 2e characters you described should have been able to blast away for a fair amount of time. In 3e blasting doesn't work quite so well and a low level wizard needs to conserve resources more than a high level wizard does. A 3.x wizard needs to think about what kind of spells he's using on what targets (will or fort for rogues, ref for clerics and fighters, fort and ref for wizards, will for fighters, and never target a rogue with ref 1/2). A low level wizard also needs to know how to get the most milage out of spells like glitterdust, web, and flaming sphere. If he's not used to thinking about those spells then it's quite possible that he doesn't see what he can do to be effective.

A final component of his purported ineffectiveness: is he a hoarder? That is to ask, does he hold on to the wand like a suicide pill--only to be used in the direst of emergencies? With a clvl 3 wand of magic missiles, he has the opportunity to contribute something to every round of combat until it runs out of charges (which won't be soon if it's all or mostly full). A wand or two should keep him going until he hits 5th level and suddenly comes face to face with the fact that fireball isn't all that great in 3.x where monsters get hit points from con and is even weaker if you don't take every feat you can to pump your DC. But by then, he can get Craft Wand and contribute more magic missiles until he gets spells like Evard's Black Tentacles, etc.
 

Lhorgrim said:
The problem is the wizard never asks the party to rest. He just waits for his turn to come up and then explains that there isn't anything he can do because he is out of spells.

This is a first. I have NEVER met someone who played a wizard who wasn't a strong advocate of rest when they were out of spells! :) A wizard without spells is like... a well-read commoner. Please remind him about scrolls - there's a reason wizards get that ability automatically at first level. That ALONE would ensure he's never helpless.

I have offered him the opportunity to make a new character, because my first goal is for everyone to enjoy themselves. I hope that with everyone's advice I can improve his experience with the wizard, or at least with 3.5.

Let me say good luck with the grand experiment, and I hope it goes well. You may be right - he just might not be suited to playing a wizard.
 

Lhorgrim said:
The problem is the wizard never asks the party to rest. He just waits for his turn to come up and then explains that there isn't anything he can do because he is out of spells.

This just boggles my mind on two levels. Firstly, as Henry said, any wizard worth his salt should be insisting on rest breaks when his spells are exhuasted and there's an opportunity to rest. Secondly - the great improvement for wizards in 3e is that they simply AREN'T worthless even when they're out of spells. Wizards of any race can use crossbows, which gives the spell-drained wizard a chance to hang behind the fighter-types and shoot for upwards of 1d10 damage every other round, or 1d8 every round if they're using a light crossbow. Others have brought up the fact he can use a bow since he's an elf, but as an elf he also knows how to use a longsword and rapier which only expand his combat options.

While jumping into melee is still not a great idea under most circumstances for any wizard, 3/.5 e have opened the wizard's option wide open. It sounds like this guy is stuck in the mindset of earlier editions where about the best weapon a wizard could use was a staff or dagger.

Perhaps introducing an NPC wizard that makes good use of his non-spell options to the party would help shed some light on what he can do once out of spells. This presumes he's not simply being stubborn. Best of luck.

[edit - grammer police]
 
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Some other thoughts on how to make the wizard feel useful:

1) There are certain types of creatures that are especially upsetting to melee types because of DR or force effects. Throwing some of those at a party might be a good idea (although it's important to note that you should figure out if they'll know it's susceptible to force effects first.) This was actually one of my beefs with being a *fighter* in 3.0--with the 3.0 DR system, we came up against things with DR better than my weapon and I ended up being the distraction while the wizard plinked away with magic missiles and the like. :) It's not quite as big an issue in 3.5, but there's still some potential for threats that a wizard can deal with more easily than a fighter can.

2) That leads to my second thought: In my opinion, any Wizard worth his salt should have reasonably high Knowledge skills in a variety of subjects. When the big tentacled beasty that they've never seen before pops up out of nowhere, do an appropriate Knowledge check and give the wizard a note giving some info on the critter. While a Druid might identify natural critters better, or a Cleric identify undead better, a Wizard can be expected to know about a wider variety of things. (And even if he doesn't, you can throw some creatures where Knowledge (Arcana) applies. I *do* hope he has Knowledge (Arcana) trained.)

3) Crafting scrolls is a very very powerful thing for a wizard. If the party is barely slowing down to breathe, it's almost certainly not slowing down for the wizard to replenish his stock of scrolls. A first level scroll costs 1xp and 12gp to make. By the strict reading of the rules, you can only make one a day, but there are various optional rules to make this work better in low-downtime campaigns (crafting points from UA are a good one.) The simplest one I can think of is this:

You can craft items up to a value of 1000gp in a single day, but of course you're still limited by your memorized spells. So a third level wizard could request a day of downtime, memorize his 3 first level and 2 second level spells for the day (assuming he's not a specialist), and whip out five scrolls easily. If second level spells are too pricey (6xp, 75gp each), memorize first level spells in those second level slots to do this trick. Some great ways to use scrolls would be for extra combat spells, for spells you cast pretty much every day (mage armor, anyone?) to free up those spell slots, and spells which are very handy on occasion, but not always. (Detect Secret Doors, Detect Undead, Comprehend Languages, Animate Rope as a sampling of first level spells that might fall into that category.)

A wizard's great power is versatility, backed up by the ability to create spell trigger magic items for those spells that need to be used all the damned time. Allowing time to craft those items is a big big help to any wizard.

3) In the worst case, Wizard might not actually be the class best suited for him, even if he likes arcane spellcasters. While learning about specific options wizards have for flexibility could help, if he's a more in-your-face style player, he might find that he'd enjoy the Sorcerer class much better. Sorcerers don't have anything approaching the flexibility of a Wizard, and they get the hard-hitting spells a little later, but they have much more staying power than a wizard does, as far as casting casting casting goes. On the minus side, they don't get Scribe Scroll for free, and even if they did, it's not as useful. A sorcerer needs wands and scrolls to provide the spells he can't cast, not to increase the number of times per day he can cast. Anyway, that's a thought.


But I suspect that with the suggestions everyone has shared, and maybe the opportunity to judiciously adjust ability scores and skills based on a better understanding of what is and is not useful to a wizard in 3.5, he should end up happier. In fact, in a level or two it might be worthwhile to spend a little gameplay downtime with everybody and see if "tuning up" the party based on things people have learned would be a good idea. The rules in 3E are very consistent and nice, but some of us who've been playing it for a long time sometimes forget just how many options there are. There are lots and lots of different effective characters you can build--but until you see the rules in action, it's easy to miss one ability or another that can really make a difference. (Like not thinking of Knowledge skills for a Wizard, or not thinking about scroll-making, or not realizing exactly how important Concentration is for spellcasters.)


Oh, and a final suggestion: you have the power to make downtime happen more often. :) If your players have been romping through at so great a rate that the wizard is out of spells and everybody else is still ready to zoom forward, I'd say that there's a good chance that your melee types aren't getting hit hard enough. (Although a wizard who uses every one of his spells in a single combat where the other characters are whizzing through doesn't help.)

And make sure to set up situations that will reward new tactics that you introduce to your wizard. If he starts leaving a slot free, throw in an encounter where the party has the jump on the enemy, and where one of his spells will provide a tactical advantage. For example, a bunch of critters that are individually weak but could be a serious flanking hazard in a group. If he then sits and grabs sleep or web, this will turn things very much in the party's favor. Likewise, if he becomes more willing to burn charges in the wand, throw something up against the party that is ethereal or blinking or displaced or has damage resistance that your fighters can't defeat easily--lowish hit points, but hard to actually do damage to. The tough guys will take the brunt of the damage while he peppers the enemy with the wand to good effect.

All in all, wizards do really have it rough in the early levels. Mainly because the low number of spells per day combined with few spell levels makes leaving spell slots empty very painful. When you have three levels and a few spells at each level, leaving an empty first level or second level slot isn't bad. When you only have five spells total per day, it's much harder to think of doing that. This sort of thing, along with the utter lethality of low levels to an average party's characters, is one reason that I usually start at least at level 3.

Good luck!
 

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