Celebrim
Legend
Terraism said:Ah, well. Shouldn't be too hard to take the good stuff from the specialty classes and pass it back to the core ones.
I'm reserving judgment on that until I see the mechanic.
Terraism said:Ah, well. Shouldn't be too hard to take the good stuff from the specialty classes and pass it back to the core ones.
med stud said:I think you are drawing far too wide conclusions from the quoted text. Just because they add necromancers and illusionists doesn't mean that there will be no illusionist or necromancy spells in PHB I. Wizards may be less flexible but I really doubt that they will be inflexible.
brehobit said:Between the siloing, the "wizards will be at 80% once all spells are blown", and this post, I think they _will_ be at inflexible. But we'll see...
Malhost Zormaeril said:Regardless, it's inevitable that the versatility of the Wizard be pared down a bit. As things stand now, after third level or so, you don't really need a Rogue -- Knock, Invisibility, Spider Climb, Comprehend Languages, and Find Traps (a Cleric spell, but still) and you have all your bases covered. Why should they be able to have the proverbial kitchen sink, anyway?
Ruin Explorer said:If they come out with five+ "Wizard" classes as Sadrik suggested, I'd be appalled, frankly.
Let me rephrase. I like working with rules, and so no matter what they do, I'm confident that it'll be modular enough I can jostle it into position for where I want it. Whatever I do or do not like about 4E, I think a lot of the design assumptions about roles and pacing are good ones, and if nothing else, I'll be able to rob those.Celebrim said:I'm reserving judgment on that until I see the mechanic.
Celebrim said:Does appalled mean 'unsurprised' in this context? Because, frankly, I'd be really surprised if they only limit themselves to 5 'wizard' variant base classes.
The way I see it, 'warlock' and 'swordmage' are wizard variants to begin with. Remember that the warlock's schtique of being able to blast every round is something that the wizard can do too in 4e. Add to that Illusionist, Necromancer, Binder, Shadowmancer, Elementalist, Shifter, and who knows what else.
Celebrim said:I like 1st edition as much as the next guy, but even I will admit that certain 2nd edition innovations where superior and worth retaining.
Celebrim said:Well, no it isn't inevitable. I'm willing to bet that at alot of tables it just won't happen. It won't happen at mine. If I do any rebalancing of the Wizard on my own, it will be toning down the depth of thier power - not thier flexibility. Their flexibility is what makes them fun to play IMO. I'm not attracted to thier power to make things go 'boom' and don't think that needs enhancing.
And even it is was inevitable, it is not inevitable that it happen in this way. Once again, just because something is broken and the designers have an approach for fixing it, doesn't mean that that approach is necessarily a good one or even necessarily better than leaving it broken. The house rule forums are filled with designs where the designer had a vague notion that he'd prefer things to be different in some fashion, but didn't have a clear, strong idea for how to accomplish that.
Celebrim said:Leaving aside the fact that to make your point you had to stretch past the breaking point, yes, you can play a quite roguish wizard if you invest most of your spell slot in stealth/intrusion/divination effects. I consider that a good thing. Second, rogue is an extremely powerful class at low levels of play, with an abundance of skills, fair combat options and strong defensive abilities. I don't think your hypothetical wizard is going to overshadow a rogue, and when ultimately a wizard does start to overshadow a rogue at 9th level and beyond, it's going to be for different reasons than 'spider climb' or 'invisibility'.
Celebrim said:At low levels of play, they certainly don't. But, turn your question around, why should every Wizard have to wear the same hat and select his abilities from the same narrow pool? Why should I need a separate class to have necromancers, illusionists, or conjurers? Why of all the features of a wizard that you could choose to tone down would you target the classes flexibility? Why not target the raw power of thier high level spells, for example?