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Wizard Advice for New DM
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<blockquote data-quote="Gargoyle" data-source="post: 1598347" data-attributes="member: 529"><p>"My character is too weak" usually means "My character is not able to do as much as the rest of the party." </p><p></p><p>The problem may be that he is preparing spells that are inappropriate for the adventure, or that you are preparing challenges that are resistant to his abilities. Or maybe he really is just a whiner.</p><p></p><p>Or maybe his perceptions and complaints are more correct than you think. After all guys, in 2E wizards were more effective at lower levels. It was due to a broken little spell called <em>sleep</em>. Who else could single-handedly slay a big group of orcs but a 1st level wizard.</p><p></p><p>Now those orcs actually have a Strength score, carry 1d12 damage great axes, and get a saving throw against <em>sleep</em>. I'd say low level wizards are weaker in relation to the challenges they now face. The good thing is that they are no longer just a walking <em>sleep </em> spell.</p><p></p><p>The big problem with wizards is that they don't have something to do every round. They don't have as many spells as sorcerers, and are not effective in combat unless they are casting. The challenge to the DM is to design adventures that allow low level wizards to shine. Check out his skills and put some challenges in there that require their use. For example, if he has Knowledge (planes) then design an adventure around it that require knowledge checks to make encounters easier. You can also redesign monsters. <em>Rolls succesful skill check</em>. "These elite water mephits are immune to fire..."</p><p></p><p>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.</p><p></p><p>Some tips for low level wizards in 3.5:</p><p></p><p>- Don't prepare all your spell slots. Leave one spell slot unprepared so that you can spend 15 minutes preparing spells that are not used all the time. The strength of a wizard over a sorcerer is that they can cast lots of different spells, and this helps you cast esoteric things like <em>detect fungus</em> when you need to.</p><p></p><p>- Toughness might seem like a lousy feat, (and mostly it is) but if getting resurrected is difficult in your campaign, it might be a good choice for a 1st level wizard. I've seen it save wizards and sorcerers in my campaign...and I've seen those who haven't taken it die at -10 to -12 hit points. Adding good feats to your campaign that have Toughness as a prerequisite makes it less painful. (Wish they'd done that in the PHB though)</p><p></p><p>- Don't hoard your spells. Use them, then convince your group to rest or retreat after they are gone. Most of the time you can prepare them again before moving on.</p><p></p><p>- Learn to use your spells more effectively. Use that <em>magic missle</em> for a sure way of finishing off a wounded opponent rather than as a first strike. Use <em>true strike</em> to take out that sentry. Cast <em>invisibility</em> on the rogue instead of yourself.</p></blockquote><p></p>
[QUOTE="Gargoyle, post: 1598347, member: 529"] "My character is too weak" usually means "My character is not able to do as much as the rest of the party." The problem may be that he is preparing spells that are inappropriate for the adventure, or that you are preparing challenges that are resistant to his abilities. Or maybe he really is just a whiner. Or maybe his perceptions and complaints are more correct than you think. After all guys, in 2E wizards were more effective at lower levels. It was due to a broken little spell called [I]sleep[/I]. Who else could single-handedly slay a big group of orcs but a 1st level wizard. Now those orcs actually have a Strength score, carry 1d12 damage great axes, and get a saving throw against [I]sleep[/I]. I'd say low level wizards are weaker in relation to the challenges they now face. The good thing is that they are no longer just a walking [I]sleep [/I] spell. The big problem with wizards is that they don't have something to do every round. They don't have as many spells as sorcerers, and are not effective in combat unless they are casting. The challenge to the DM is to design adventures that allow low level wizards to shine. Check out his skills and put some challenges in there that require their use. For example, if he has Knowledge (planes) then design an adventure around it that require knowledge checks to make encounters easier. You can also redesign monsters. [I]Rolls succesful skill check[/I]. "These elite water mephits are immune to fire..." 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. Some tips for low level wizards in 3.5: - Don't prepare all your spell slots. Leave one spell slot unprepared so that you can spend 15 minutes preparing spells that are not used all the time. The strength of a wizard over a sorcerer is that they can cast lots of different spells, and this helps you cast esoteric things like [I]detect fungus[/I] when you need to. - Toughness might seem like a lousy feat, (and mostly it is) but if getting resurrected is difficult in your campaign, it might be a good choice for a 1st level wizard. I've seen it save wizards and sorcerers in my campaign...and I've seen those who haven't taken it die at -10 to -12 hit points. Adding good feats to your campaign that have Toughness as a prerequisite makes it less painful. (Wish they'd done that in the PHB though) - Don't hoard your spells. Use them, then convince your group to rest or retreat after they are gone. Most of the time you can prepare them again before moving on. - Learn to use your spells more effectively. Use that [I]magic missle[/I] for a sure way of finishing off a wounded opponent rather than as a first strike. Use [I]true strike[/I] to take out that sentry. Cast [I]invisibility[/I] on the rogue instead of yourself. [/QUOTE]
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