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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="TwinBahamut" data-source="post: 4986803" data-attributes="member: 32536"><p>I can understand that. Basically, the rules of 3E really require that the team have at the very least a primary Divine caster such as a Cleric or Druid, and strongly recommends a Wizard (though a Sorcerer or Psion may suffice). This is not explicit, but your average group of players will have a very hard time going through the game using the rules as written without those specific classes. If the game is heavy on stealth and traps, than either a caster skilled with anti-trap utility spells or a Rogue is pretty necessary.</p><p></p><p>Really, the 3E designers have admitted several times that the game was basically entirely designed with a four person team of a Fighter, Rogue, Wizard, and Cleric in mind. For example, designers spoke about how the rules in Savage Species were only written and tested based on how monster PCs would work using those four classes, and they didn't really examine how a Druid or Ranger monster PC would play out (even though those classes probably make more sense for the average monster PC than Rogue or Wizard). They just didn't bother to tell anyone that in the game books themselves. This had some messy repercussions regarding the design of most of the later classes, in my opinion. It is because of the problems caused by 3E's party assumption that 4E developed explicit class roles, which ultimately allows more flexibility in the class composition of the party.</p><p></p><p>In short, where 3E basically forces you to have a Wizard and Cleric and assumes you also have a Rogue and Fighter, 4E only requires a Leader and Defender at minimum, with a balanced team of all four roles being recommended.</p><p></p><p>Of course, because of things like healing surges and rituals, a 4E party really doesn't need to have any class in particular, or even a particular role, in order to get by.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 4986803, member: 32536"] I can understand that. Basically, the rules of 3E really require that the team have at the very least a primary Divine caster such as a Cleric or Druid, and strongly recommends a Wizard (though a Sorcerer or Psion may suffice). This is not explicit, but your average group of players will have a very hard time going through the game using the rules as written without those specific classes. If the game is heavy on stealth and traps, than either a caster skilled with anti-trap utility spells or a Rogue is pretty necessary. Really, the 3E designers have admitted several times that the game was basically entirely designed with a four person team of a Fighter, Rogue, Wizard, and Cleric in mind. For example, designers spoke about how the rules in Savage Species were only written and tested based on how monster PCs would work using those four classes, and they didn't really examine how a Druid or Ranger monster PC would play out (even though those classes probably make more sense for the average monster PC than Rogue or Wizard). They just didn't bother to tell anyone that in the game books themselves. This had some messy repercussions regarding the design of most of the later classes, in my opinion. It is because of the problems caused by 3E's party assumption that 4E developed explicit class roles, which ultimately allows more flexibility in the class composition of the party. In short, where 3E basically forces you to have a Wizard and Cleric and assumes you also have a Rogue and Fighter, 4E only requires a Leader and Defender at minimum, with a balanced team of all four roles being recommended. Of course, because of things like healing surges and rituals, a 4E party really doesn't need to have any class in particular, or even a particular role, in order to get by. [/QUOTE]
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