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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="MrMyth" data-source="post: 4986259" data-attributes="member: 61155"><p>And they <em>don't</em>. The high-level fighter is a pretty awesome dude who can take incredible punishment and dish it back out. Any supernatural performance will typically be coming from, say, an Epic Destiny - such as literally becoming a Demigod, or an incarnation of battle, or something else that <em>does</em> get to go beyond the natural at epic levels. Or from items. Or from multiclassing, or mastering Ritual Casting - something that <em>should</em> put him on similar territory to the Wizard, just like multiclassing did in 3rd Edition!</p><p></p><p>The two operate differently and have different flavor, both have different strengths and weaknesses and can be more or less useful in different circumstances. Either can apply creative ideas to combat either through clever use of powers and utilities, and imaginative use of stunts and the DMs use of page 42. It's just that those ideas no longer instantly win a combat, unless the DM decides they should - no longer are they built around finding loopholes in the rules, but instead rely on shared imagination and narrative flexibility. Which I think is a <em>strength</em> of the edition, not a weakness.</p><p> </p><p></p><p></p><p>As an aside, I noticed that you constantly make these superhero references without it having any actual support to back it up. It's very frustrating. That said, I disagree entirely that in order for characters to be meaningful, you have to outright design situations that only one character can solve. Sure, have situations that play to the strength of different characters, but limiting all options so that only one choice can save the party - having the wizard cast the right spell, for example - is just poor design. </p><p></p><p>And to draw your comments back towards 3rd Edition, the reason the Wizard needed to be neutered was that he typically had a trump card to avoid ever being in a situation where you needed the fighter or the rogue instead of him. Sure, there were situations supposed to be like that - an Iron Golem, for example, should be entirely there for the fighter to dispose of. Except the wizard knocks it down with Grease, blinds it with Glitterdust, and then blows it apart with Orbs of Force. Too many trump cards, not enough restrictions - that wasn't being 'more magical', that was taking advantage of poorly designed rules that let one character be the star of the show. </p><p></p><p>Now, the wizard can be the archmage with myriad options at his fingertips, master of countless rituals and the ability to call forth magic at any given moment and apply it in creative ways... without relegating the rest of the party to the back seat. I can only see that as a good thing.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 4986259, member: 61155"] And they [I]don't[/I]. The high-level fighter is a pretty awesome dude who can take incredible punishment and dish it back out. Any supernatural performance will typically be coming from, say, an Epic Destiny - such as literally becoming a Demigod, or an incarnation of battle, or something else that [I]does[/I] get to go beyond the natural at epic levels. Or from items. Or from multiclassing, or mastering Ritual Casting - something that [I]should[/I] put him on similar territory to the Wizard, just like multiclassing did in 3rd Edition! The two operate differently and have different flavor, both have different strengths and weaknesses and can be more or less useful in different circumstances. Either can apply creative ideas to combat either through clever use of powers and utilities, and imaginative use of stunts and the DMs use of page 42. It's just that those ideas no longer instantly win a combat, unless the DM decides they should - no longer are they built around finding loopholes in the rules, but instead rely on shared imagination and narrative flexibility. Which I think is a [I]strength[/I] of the edition, not a weakness. As an aside, I noticed that you constantly make these superhero references without it having any actual support to back it up. It's very frustrating. That said, I disagree entirely that in order for characters to be meaningful, you have to outright design situations that only one character can solve. Sure, have situations that play to the strength of different characters, but limiting all options so that only one choice can save the party - having the wizard cast the right spell, for example - is just poor design. And to draw your comments back towards 3rd Edition, the reason the Wizard needed to be neutered was that he typically had a trump card to avoid ever being in a situation where you needed the fighter or the rogue instead of him. Sure, there were situations supposed to be like that - an Iron Golem, for example, should be entirely there for the fighter to dispose of. Except the wizard knocks it down with Grease, blinds it with Glitterdust, and then blows it apart with Orbs of Force. Too many trump cards, not enough restrictions - that wasn't being 'more magical', that was taking advantage of poorly designed rules that let one character be the star of the show. Now, the wizard can be the archmage with myriad options at his fingertips, master of countless rituals and the ability to call forth magic at any given moment and apply it in creative ways... without relegating the rest of the party to the back seat. I can only see that as a good thing. [/QUOTE]
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