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Wizards: Unsuitable Adventurers?
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<blockquote data-quote="Norfleet" data-source="post: 1098577" data-attributes="member: 11581"><p>I've been thinking about this, and it seems to be that a wizard is probably the one character class most unsuitable for adventuring. There's no denying that wizards can be quite powerful, but an adventuring wizard has a very glaring Achilles heel: His spellbook. Without this one, relatively fragile and breakable item, the wizard is shortly reduced to the level of a commoner of equivalent level.</p><p></p><p>The spellbook is a "large, leatherbound" with "pages of parchment". This is not the sort of item that you'd expect to survive terribly well when carried around on an adventure: Adventurers are regularly dunked in pools of fluids both mentionable and unmentionable, hacked, stabbed, beaten, shot, crushed, burned, set on fire, etc. A large tome of parchment pages is not going to survive such abuse for terribly long, even if it is treated for a certain level of resistance and protected. If anyone doubts this, I challenge him to try hauling his PHB around on a trek through the Amazon rainforest, and seeing what condition it winds up in, if he still HAS it, after returning. Would you even consider bringing such an item along? I don't think so.</p><p></p><p>Of all characters most vulnerable to losing their stuff, it is surprisingly the wizard who suffers worst: A warrior who loses his weapons and armor is still able to grab a convenient blunt instrument, use it as a club, and bludgeon his enemies. A rogue is still stealthy. A druid, cleric, or paladin can still pray for and cast spells. Monks are more or less unaffected. Sorcerors can still cast spells. Bards can still sing. Wizards, without their spellbook, have basically completely lost access to all of their class abilities, perhaps permanently: Without that spellbook, the wizard's collective pool of known spells is largely up in smoke. This leaves the wizard with two choices: Leave the book home, or find an alternative method for scribing one's spellbook. Tattooing the thing onto oneself would seem to work rather well. PHB does not, however, cover this. This hugely glaring vulnerability would seem to render a wizard largely unsuitable for an adventuring career in anything remotely resembling an adverse environment.</p><p></p><p>Any comments on this?</p></blockquote><p></p>
[QUOTE="Norfleet, post: 1098577, member: 11581"] I've been thinking about this, and it seems to be that a wizard is probably the one character class most unsuitable for adventuring. There's no denying that wizards can be quite powerful, but an adventuring wizard has a very glaring Achilles heel: His spellbook. Without this one, relatively fragile and breakable item, the wizard is shortly reduced to the level of a commoner of equivalent level. The spellbook is a "large, leatherbound" with "pages of parchment". This is not the sort of item that you'd expect to survive terribly well when carried around on an adventure: Adventurers are regularly dunked in pools of fluids both mentionable and unmentionable, hacked, stabbed, beaten, shot, crushed, burned, set on fire, etc. A large tome of parchment pages is not going to survive such abuse for terribly long, even if it is treated for a certain level of resistance and protected. If anyone doubts this, I challenge him to try hauling his PHB around on a trek through the Amazon rainforest, and seeing what condition it winds up in, if he still HAS it, after returning. Would you even consider bringing such an item along? I don't think so. Of all characters most vulnerable to losing their stuff, it is surprisingly the wizard who suffers worst: A warrior who loses his weapons and armor is still able to grab a convenient blunt instrument, use it as a club, and bludgeon his enemies. A rogue is still stealthy. A druid, cleric, or paladin can still pray for and cast spells. Monks are more or less unaffected. Sorcerors can still cast spells. Bards can still sing. Wizards, without their spellbook, have basically completely lost access to all of their class abilities, perhaps permanently: Without that spellbook, the wizard's collective pool of known spells is largely up in smoke. This leaves the wizard with two choices: Leave the book home, or find an alternative method for scribing one's spellbook. Tattooing the thing onto oneself would seem to work rather well. PHB does not, however, cover this. This hugely glaring vulnerability would seem to render a wizard largely unsuitable for an adventuring career in anything remotely resembling an adverse environment. Any comments on this? [/QUOTE]
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