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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="Ourph" data-source="post: 4984180" data-attributes="member: 20239"><p>Honestly? No, I can't see why. Being a good Wizard in 4e <u>requires</u> the imaginative use of the character's spells in order to be effective. If a player isn't doing anything with his Wizard spells other than popping the occasional minion, his problem is that he's not using his imagination enough. I think, as others have pointed out, the real problem isn't that a player can't make imaginative use of spells in 4e, but that the reward for doing so is an increase in the overall combat effectiveness of the entire group rather than a spotlight hogging moment of utter arcane carnage for the individual player.</p><p></p><p>In 4e, a Wizard using his spells in the right place, at the right time and in a creative manner can make a huge difference in how long a fight lasts and how many limited resources (daily powers, healing surges, action points) the party spends to overcome the challenge. The only thing it cannot do is end the fight in some kind of boring, anti-climactic *fwoosh* that's entertaining and gratifying for the Wizard character's player alone.</p><p></p><p></p><p>What level are you? Remember, you get to automatically add two new rituals to your spellbook at 5th, 11th, 15th, 21st and 25th level. This is one of the Wizard's major advantages over other classes when it comes to rituals.</p></blockquote><p></p>
[QUOTE="Ourph, post: 4984180, member: 20239"] Honestly? No, I can't see why. Being a good Wizard in 4e [u]requires[/u] the imaginative use of the character's spells in order to be effective. If a player isn't doing anything with his Wizard spells other than popping the occasional minion, his problem is that he's not using his imagination enough. I think, as others have pointed out, the real problem isn't that a player can't make imaginative use of spells in 4e, but that the reward for doing so is an increase in the overall combat effectiveness of the entire group rather than a spotlight hogging moment of utter arcane carnage for the individual player. In 4e, a Wizard using his spells in the right place, at the right time and in a creative manner can make a huge difference in how long a fight lasts and how many limited resources (daily powers, healing surges, action points) the party spends to overcome the challenge. The only thing it cannot do is end the fight in some kind of boring, anti-climactic *fwoosh* that's entertaining and gratifying for the Wizard character's player alone. What level are you? Remember, you get to automatically add two new rituals to your spellbook at 5th, 11th, 15th, 21st and 25th level. This is one of the Wizard's major advantages over other classes when it comes to rituals. [/QUOTE]
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