• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Wizards in 4E have been 'neutered' argument...


log in or register to remove this ad

The wizard changes in 4e are some of my favourite; the class truly became what it always should have been: magical.

If I do have a criticism they should have has some additional flexibility in the core options or allowed some of specialities as customisations. Not sure if arcane power made any difference in this regard.
 
Last edited:


I would say that the biggest thing that the wizard has lost in the transition from 3E to 4E is what I will call, for want of a better term, potential.

While the poster child for this change is probably the loss of the wish spell, you can see aspects of this loss of potential in other areas as well:

1. Save or Die
In 4E, the wizard has lost the possibility, however remote, of ending a fight with a single spell.

2. Creative Solutions
Spell effects are more tightly defined in 4E, which means that the scope for creating and/or discovering uses for them which the DM (and maybe even the designers) did not expect are reduced.

3. Learning Everything
The 4E wizard's spellbook is more limited than in previous editions. There is no longer the possibility, (again) however remote, of learning every spell.

4. Doing Anything
All of the above, plus the (normally) relatively cheap "cost" of spending a spell slot to prepare and cast a spell combined to make it seem as if the wizard could do anything. This was reinforced by many classic spells with very flexible effects such as polymorph self/other, phantasmal force and other illusion spells, and (of course) wish.

Mind you, while the wizard had all this theoretical potential, I doubt that many wizards in actual play ever achieved even a significant fraction of it. There were always limiting factors (which incidentally, also helped to balance the wizard with the other classes) such as: the availability of spells and other resource limitations, the need to prepare spells in advance, and simply not being high enough level to cast really powerful spells.

So, how you view the 4E wizard is thus very dependent on what you are looking at. If you are looking at how he performs in actual play, in comparison to the challenges he faces and in comparison to his other party members, there will not be very much of a difference between the 4E wizard and his predecessors. However, if you are looking at the 4E wizard's theoretical potential, then yes, he will appear to be quite limited.
 

I'm one more who thinks Wizards were neutered and correctly so as far as game balance is concerned.

I know most americans play in higher levels and so the Wizard tended to be overpowered. 3rd edition and prior it was understood that the Wizard sucked until around 8th lvl... and that the payoff was being much more powerful from 12th lvl onwards. Since we tend to play below 11th level more than over... the old Wizards were too frail. 4E neutered them in mid to higher... but made them more interesting and robust from 1st lvl onwards.

In 3.5E and before... the gaming group was like a carrier task force. The Wizard dished out much more damage/power and the rest were the cruiser/destroyer escort protecting the "Carrier/Wizard". Now wizards are just one more member of the group.... though a still versatile one.
 

@ Firelance: That potential is still there in ritual magic, and it is something that is underused. I think WotC should have a few articles expanding Ritual magic and how it is used.
 

Hello Ari,

But those are the two extremes as if that is all the wizard can do. Why not suit the risk with the reward: make your basic cantrips at will, your "normal" arsenal as per and the "big stuff" the ones that can be easily disrupted or that can incur other penalties? In this way, you can play a conservative wizard who sticks to the reliable or you can always risk the chocolates going for the prize and all shades in between. You're not forced to stick to the sidelines this way. However, if you want to try and save the day with something big, you can and benefit from or suffer the consequences. This middling approach seems classic risk-reward to me.

I agree if it is every fight that is swingy. If the wizard (or any other class) can occasionally be the hero though, I don't see a problem as long as teamwork/interactivity of allied effort is maintained.

Best Regards
Herremann the Wise
Don't just suggest it - just do it!
Thanks to "exception-based design", you can relatively easily implement this. Just create new daily powers that do the impossible - at a price.

One concept I am contemplating on are spells that gain more power if you sustain them or "charge them". After 4 rounds of charging, you can unleash Kyros' Overpowered Fireball for 4 times the usual damage of a Fireball. But since you needed those 4 rounds, you give your enemies the time to react.
 

@ Firelance: That potential is still there in ritual magic, and it is something that is underused. I think WotC should have a few articles expanding Ritual magic and how it is used.
For me, at least, the big problem with rituals is that they usually cost money to use. What I think could have made rituals more popular would be if wizards were able to expend utility powers to use at least certain rituals, e.g instead of paying the component cost of the comprehend languages ritual, the wizard could expend a daily utility power of 2nd or higher level instead.
 

For me, at least, the big problem with rituals is that they usually cost money to use. What I think could have made rituals more popular would be if wizards were able to expend utility powers to use at least certain rituals, e.g instead of paying the component cost of the comprehend languages ritual, the wizard could expend a daily utility power of 2nd or higher level instead.

It is certainly doable. I think they could be the gateway to more non-combat magic, and they are available to all classes - with a little buy in - wizards obviously have a leg up on everyone else.

I would love a series of articles on DDI expanding the role of rituals in a campaign and not just giving more rituals. One of the wizard epic destinies allows free use of rituals; more of that please.
 

The 2e wizard was so similar to the 3e wizard as to be virtually indistinguishable, from their spell list to their gear. You could probably take an AD&D wizard, recalculate their AC, BAB, and saves, and drop them into a 3e game converting everything else on the fly. I just do not agree that changes in 3e completely changed their playstyle. Daily spells in 3e were still limited. Wizards in 2e were capable of keeping their distance and casting relatively fast spells without interruption. Wizards in AD&D could largely pick their main spells, and wizards in Basic D&D could learn every wizard spell in the game. You can argue all you like, but you have this: A guy, in robes, possibly wearing bracers, with a dagger or staff, who casts some spells throughout a combat but not every round.

While I can certainly imagine you feel the 3e is too much changed, I do not think a sizeable percentage of people who reviewed both classes in the book as well as in play would agree they were very different or the 3e version was completely over the top because all of its weaknesses had been removed.


You might be surprised. I personally think the 3e wizard was WAY more effective than the 2e wizard anyday and your assumptions don't actually hold true.

Take for example the spell list.

An AD&D non-specialist wizard only gained 1 spell every SPELL level (thus, 1 every other character level). Every other spell had to be either found or researched by the spellcaster. The 1e/2e wizard is NOT going to have the same number of spells as the equivalent levelled 3e wizard IMO and almost as importantly, what the 1e/2e wizard actually does have would be totally random compared to the best spells of that level which the 3e wizard would have.

Similarly, with the shall we say draconian method of item creation, the 1e/2e wizard has to depend on mostly finding magic items so even at 10th level, a wizard would have an AC that even a kobold could still hit on a 15+

There's anorher factor that made spells more effective in 3.x. The creation of the weak save. A 20th level wizard targetting the weak save of a 20th level creature/enemy has a much higher chance of success than when he tried it at 1st level in 3e. This is in direct contrast with the 1e/2e wizard where a 20th level enemy can laugh in the face of magic since their saves scale upwards but spell effectiveness remains constant.
 

Into the Woods

Remove ads

Top