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<blockquote data-quote="homunculus23" data-source="post: 9126384" data-attributes="member: 7032602"><p>First, you commented that Wizards require thinking "chess". Are you saying other classes do not require the players to think - they just sit down and roll dice because they don't have to play the "chess". Places a greater burden on Wizards and magic use, which is why I cannot find players that play them.</p><p></p><p></p><p>You realize... spell components that have a cost cannot be replaced by a spell focus. And they are consumed depending on the spell.</p><p>Here is the part that people don't read in the magic section:</p><h4>Material (M)</h4><p>Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a <strong>component pouch</strong> or a <strong>spellcasting focus</strong> (found in “<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/equipment" target="_blank">Equipment</a>”) in place of the components specified for a spell. <u><em><strong>But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell</strong></em></u>.</p><p></p><p><strong><u><em>If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell</em></u></strong>. A spellcaster must have a hand free to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components.</p><p></p><p>Thus, Wizards do suffer a cost sink compared to other classes. The higher levels require ore components that are consumed.</p><p>In addition, learning a new spell in between levels costs additional money. The fighter buys a two-handed sword: 50 gp. But it lasts the whole time. Wizard need Identify, Chromatic Orb - $150 plus $100 if they took 6 other spells to start that did not cost money to start - but another cost each time they learn a new spell. Cost the Soceror, again, nothing for Chaos Bolt.</p><p>Fighter: Start with no cost. Can always hit for 1d8</p><p>Wizard: Does not start with a 50gp diamon, 100gp pearl to cast spells.</p><p></p><p>In 30+ years, the cost sink has always been the nerf and curve of the Wizard. Everything else is hard.</p></blockquote><p></p>
[QUOTE="homunculus23, post: 9126384, member: 7032602"] First, you commented that Wizards require thinking "chess". Are you saying other classes do not require the players to think - they just sit down and roll dice because they don't have to play the "chess". Places a greater burden on Wizards and magic use, which is why I cannot find players that play them. You realize... spell components that have a cost cannot be replaced by a spell focus. And they are consumed depending on the spell. Here is the part that people don't read in the magic section: [HEADING=3]Material (M)[/HEADING] Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a [B]component pouch[/B] or a [B]spellcasting focus[/B] (found in “[URL='https://www.dndbeyond.com/compendium/rules/basic-rules/equipment']Equipment[/URL]”) in place of the components specified for a spell. [U][I][B]But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell[/B][/I][/U]. [B][U][I]If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell[/I][/U][/B]. A spellcaster must have a hand free to access a spell's material components -- or to hold a spellcasting focus -- but it can be the same hand that he or she uses to perform somatic components. Thus, Wizards do suffer a cost sink compared to other classes. The higher levels require ore components that are consumed. In addition, learning a new spell in between levels costs additional money. The fighter buys a two-handed sword: 50 gp. But it lasts the whole time. Wizard need Identify, Chromatic Orb - $150 plus $100 if they took 6 other spells to start that did not cost money to start - but another cost each time they learn a new spell. Cost the Soceror, again, nothing for Chaos Bolt. Fighter: Start with no cost. Can always hit for 1d8 Wizard: Does not start with a 50gp diamon, 100gp pearl to cast spells. In 30+ years, the cost sink has always been the nerf and curve of the Wizard. Everything else is hard. [/QUOTE]
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