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Wizards, nerfed or not?
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<blockquote data-quote="Gort" data-source="post: 4639480" data-attributes="member: 11239"><p>My opinion is that whatever the wizard loses at high levels compared to other editions, he gains at lower ones. He's more survivable than before - a decent AC is easily achievable, and he's not so far behind the other classes in HP any more. He never runs out of spells, which is awesome.</p><p></p><p>However, he has lost the ability to completely wreck the campaign and obsolete many types of adventure by casting a 6-second spell. I was kinda sad when I could no longer have a "travelling the wilderness" type of plot arc because my party all knew <em>Teleport</em> or <em>Wind Walk</em> or any number of other "travel nearly instantly with no real risk" spells. To do that I had to pretty arbitrarily limit the wizards powers.</p><p></p><p>Now, you can say that I'm a bad DM because I find it hard to keep up with a party that can go anywhere instantly, but I find 4e wizards a lot less stressful. At least a 4e wizard has to spend 10 minutes and some pocket change to teleport - he can't do it in combat, for instance!</p><p></p><p>I like the move to "themed" spellcasters, as well. Wizards never seemed to specialise in 3e when I played - it was far more profitable to be able to cherry-pick all the best spells from every list. It was pretty rare, and often rather experimental, to see a wizard without <em>Fireball</em> for instance.</p><p></p><p>So yeah, wizards have had their power curve flattened - they don't totally stink at low levels, and they're not the be-all and end-all at high ones (well, I say be-all and end-all, but that also applies to cleric and druid). As a DM and sometime player, I welcome the change.</p></blockquote><p></p>
[QUOTE="Gort, post: 4639480, member: 11239"] My opinion is that whatever the wizard loses at high levels compared to other editions, he gains at lower ones. He's more survivable than before - a decent AC is easily achievable, and he's not so far behind the other classes in HP any more. He never runs out of spells, which is awesome. However, he has lost the ability to completely wreck the campaign and obsolete many types of adventure by casting a 6-second spell. I was kinda sad when I could no longer have a "travelling the wilderness" type of plot arc because my party all knew [i]Teleport[/i] or [i]Wind Walk[/i] or any number of other "travel nearly instantly with no real risk" spells. To do that I had to pretty arbitrarily limit the wizards powers. Now, you can say that I'm a bad DM because I find it hard to keep up with a party that can go anywhere instantly, but I find 4e wizards a lot less stressful. At least a 4e wizard has to spend 10 minutes and some pocket change to teleport - he can't do it in combat, for instance! I like the move to "themed" spellcasters, as well. Wizards never seemed to specialise in 3e when I played - it was far more profitable to be able to cherry-pick all the best spells from every list. It was pretty rare, and often rather experimental, to see a wizard without [i]Fireball[/i] for instance. So yeah, wizards have had their power curve flattened - they don't totally stink at low levels, and they're not the be-all and end-all at high ones (well, I say be-all and end-all, but that also applies to cleric and druid). As a DM and sometime player, I welcome the change. [/QUOTE]
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