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Wizards in 4E have been 'neutered' argument...
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<blockquote data-quote="Majoru Oakheart" data-source="post: 4989746" data-attributes="member: 5143"><p>Normally you only need to use a particular skill once a day. Most adventures are structured in terms of "encounters". They always have been. With there being 5-10 "encounters" per day, not all of them combat.</p><p></p><p>A typical encounter requires the use of one skill to pass. Each encounter normally uses a different skill because DMs like to mix it up a bit. So, a typical adventure might go:</p><p></p><p>1. The PCs must get past the guards of the castle.</p><p>2. The PCs must get into the castle.</p><p>3. The PCs must find their way through the traps in the hallways.</p><p>4. The PCs must find their way to the throne room.</p><p>5. The PCs must get past the guards inside the castle.</p><p>6. The PCs must defeat the evil overlord.</p><p>7. The PCs must escape the castle with the hostage.</p><p></p><p>A Wizard or Cleric can complete this adventure by themselves. Even better if they combine their efforts:</p><p></p><p>1. The Wizard or Cleric casts Charm Person or the Wizard casts Invisibility Sphere and walks past the guards. If you're high enough level and allow splat books Superior Invisibility covers pretty much everything. If that fails, they fireball them all.</p><p>2. The Wizard casts Knock or Fly to get over the walls. Cleric with the travel domain casts Fly or any other cleric casts Wind Walk.</p><p>3. The Wizard has a great search check for lower DC traps(or intelligently took 1 level of Rogue), also he can summon creatures to trigger traps. Clerics can cast summon spells as well as Find Traps. Passwall, Fly, Dimension Door let you avoid obvious traps.</p><p>4. Divination spells on both Cleric and Wizard to find their way there safely. Invisibility and Silence continues to be of use after one casting. Passwall and Fly let you get their easier.</p><p>5. Invisibility and Silence continues to help. When all else fails break out the Charms, Fireballs, and SoD/SoS. Clerics cast Divine Power and kill everything.</p><p>6. SoD/SoS for the win.</p><p>7. Teleport/Wind Walk/Plane Shift/Word of Recall</p><p></p><p>Total Spells required: 10 at most. At the levels we are talking about(where it becomes a problem, it isn't at low levels), the Wizard has enough spells/scrolls/wands to finish another adventure(or two) of the same type again before resting.</p><p></p><p>That is, assuming they don't bypass most of the encounters with a Scrye/Teleport/SoD/Teleport out.</p><p></p><p>And it's not like any of the uses of these spells are particularly "creative". They are all being used for precisely what they are meant to be used for.</p><p></p><p></p><p>As I mention above, for the purposes of 90% of all D&D adventures "twice a day" is equal to "at will". Every once in a while you run into an adventure that requires you to Fly 3 times a day and you are forced to rely on a skill to get passed.</p><p></p><p>It's really for that 10% of the time that you keep your companions around. Someone has to jump over the pit and throw the rope back to you after you've used all your fly and short ranged teleportation for the day.</p><p></p><p></p><p>I'm not sure "gaming the system" is what is going on. Just by picking spells I think will be useful at every level I can outclass the rest of the party. I don't count that as "gaming the system".</p><p></p><p>It's simply a problem when a game let's you play the BMX Bandit and Angel Summoner in the same group. If you haven't seen the video, do a search on YouTube. I'm too lazy to find it right now. "Angel Summoner and the BMX Bandit"</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4989746, member: 5143"] Normally you only need to use a particular skill once a day. Most adventures are structured in terms of "encounters". They always have been. With there being 5-10 "encounters" per day, not all of them combat. A typical encounter requires the use of one skill to pass. Each encounter normally uses a different skill because DMs like to mix it up a bit. So, a typical adventure might go: 1. The PCs must get past the guards of the castle. 2. The PCs must get into the castle. 3. The PCs must find their way through the traps in the hallways. 4. The PCs must find their way to the throne room. 5. The PCs must get past the guards inside the castle. 6. The PCs must defeat the evil overlord. 7. The PCs must escape the castle with the hostage. A Wizard or Cleric can complete this adventure by themselves. Even better if they combine their efforts: 1. The Wizard or Cleric casts Charm Person or the Wizard casts Invisibility Sphere and walks past the guards. If you're high enough level and allow splat books Superior Invisibility covers pretty much everything. If that fails, they fireball them all. 2. The Wizard casts Knock or Fly to get over the walls. Cleric with the travel domain casts Fly or any other cleric casts Wind Walk. 3. The Wizard has a great search check for lower DC traps(or intelligently took 1 level of Rogue), also he can summon creatures to trigger traps. Clerics can cast summon spells as well as Find Traps. Passwall, Fly, Dimension Door let you avoid obvious traps. 4. Divination spells on both Cleric and Wizard to find their way there safely. Invisibility and Silence continues to be of use after one casting. Passwall and Fly let you get their easier. 5. Invisibility and Silence continues to help. When all else fails break out the Charms, Fireballs, and SoD/SoS. Clerics cast Divine Power and kill everything. 6. SoD/SoS for the win. 7. Teleport/Wind Walk/Plane Shift/Word of Recall Total Spells required: 10 at most. At the levels we are talking about(where it becomes a problem, it isn't at low levels), the Wizard has enough spells/scrolls/wands to finish another adventure(or two) of the same type again before resting. That is, assuming they don't bypass most of the encounters with a Scrye/Teleport/SoD/Teleport out. And it's not like any of the uses of these spells are particularly "creative". They are all being used for precisely what they are meant to be used for. As I mention above, for the purposes of 90% of all D&D adventures "twice a day" is equal to "at will". Every once in a while you run into an adventure that requires you to Fly 3 times a day and you are forced to rely on a skill to get passed. It's really for that 10% of the time that you keep your companions around. Someone has to jump over the pit and throw the rope back to you after you've used all your fly and short ranged teleportation for the day. I'm not sure "gaming the system" is what is going on. Just by picking spells I think will be useful at every level I can outclass the rest of the party. I don't count that as "gaming the system". It's simply a problem when a game let's you play the BMX Bandit and Angel Summoner in the same group. If you haven't seen the video, do a search on YouTube. I'm too lazy to find it right now. "Angel Summoner and the BMX Bandit" [/QUOTE]
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