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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="thecasualoblivion" data-source="post: 4976140" data-attributes="member: 59096"><p>1. Wizards</p><p></p><p>Wizards are one of the most powerful classes in 4E. A Wizard class feature(Orb of Imposition) has stood the test of time and is still among the most powerful/broken things you can do in 4E. People say that you can't destroy something in one turn, but the Epic Orb Wizard would argue with that statement. One of the first controversies in 4E was the Orb Wizard beating Orcus in one turn, and after all this time its only gotten worse. When they finally printed stats for Gods, they had to give Gods a way to dodge the Orb Wizard bullet! In addition, when you get used to playing higher level Wizards, you really start to see how much more powerful their spells are. Helping people build Druids, Seekers, and other controllers, I get struck with the thought "If I was playing a Wizard, I wouldn't choose any of these powers in a million years". The Wizard gets better stuff, particularly for Daily powers and Paragon/Epic Encounter powers. </p><p></p><p>The difference is that the power of the Wizard is no longer obvious. He doesn't have spells that are blatantly beyond the capabilities of everyone else. It now requires tactics and most importantly timing, instead of just having the right spells.</p><p></p><p>2. Rituals</p><p></p><p>Only beef I have with Rituals is that 10 minutes for almost all of them is too much. It kind of breaks the story pacing, as some people can't imagine their characters standing around for 10 minutes while the Wizard does his stuff. A 1 minute casting time would still serve to keep Rituals out of combat, and greatly lessen this flavor problem. This is an easy houserule. People complain about Rituals costing money, but that's a player problem. Money is cheap in 4E, and your wealth isn't as closely tied to your gear or power level as it was in 3E. This is the one aspect of 3E I see people having trouble letting go of as time passes, the thought that money was precious and needed to be hoarded to spend on magic items. Casting Rituals frequently should use less than half of what the DMG gives you, and it shouldn't have more than a minimal effect on your gear. The other player issue with Rituals is player creativity. If you don't put the Rituals in the hands of a creative problem solving player, they tend to be ignored. Some groups are without such a player, and a lot of the time the sort of player who is good at this isn't playing the Ritual caster in the party. What people should realize is that Ritual Casting isn't a player resource, but a party resource. The entire table should be involved in procuring Rituals and their use, and the list of Rituals and what they can do should be something the creative problem solvers in the party should be familiar with, even if they aren't playing the Ritual Caster.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 4976140, member: 59096"] 1. Wizards Wizards are one of the most powerful classes in 4E. A Wizard class feature(Orb of Imposition) has stood the test of time and is still among the most powerful/broken things you can do in 4E. People say that you can't destroy something in one turn, but the Epic Orb Wizard would argue with that statement. One of the first controversies in 4E was the Orb Wizard beating Orcus in one turn, and after all this time its only gotten worse. When they finally printed stats for Gods, they had to give Gods a way to dodge the Orb Wizard bullet! In addition, when you get used to playing higher level Wizards, you really start to see how much more powerful their spells are. Helping people build Druids, Seekers, and other controllers, I get struck with the thought "If I was playing a Wizard, I wouldn't choose any of these powers in a million years". The Wizard gets better stuff, particularly for Daily powers and Paragon/Epic Encounter powers. The difference is that the power of the Wizard is no longer obvious. He doesn't have spells that are blatantly beyond the capabilities of everyone else. It now requires tactics and most importantly timing, instead of just having the right spells. 2. Rituals Only beef I have with Rituals is that 10 minutes for almost all of them is too much. It kind of breaks the story pacing, as some people can't imagine their characters standing around for 10 minutes while the Wizard does his stuff. A 1 minute casting time would still serve to keep Rituals out of combat, and greatly lessen this flavor problem. This is an easy houserule. People complain about Rituals costing money, but that's a player problem. Money is cheap in 4E, and your wealth isn't as closely tied to your gear or power level as it was in 3E. This is the one aspect of 3E I see people having trouble letting go of as time passes, the thought that money was precious and needed to be hoarded to spend on magic items. Casting Rituals frequently should use less than half of what the DMG gives you, and it shouldn't have more than a minimal effect on your gear. The other player issue with Rituals is player creativity. If you don't put the Rituals in the hands of a creative problem solving player, they tend to be ignored. Some groups are without such a player, and a lot of the time the sort of player who is good at this isn't playing the Ritual caster in the party. What people should realize is that Ritual Casting isn't a player resource, but a party resource. The entire table should be involved in procuring Rituals and their use, and the list of Rituals and what they can do should be something the creative problem solvers in the party should be familiar with, even if they aren't playing the Ritual Caster. [/QUOTE]
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