Wizards vs Sorcerers

Wizards vs Sorcerers


  • Poll closed .

jarlaxlecq

First Post
since my other topics brought up the question of whats more popular i though its time to find out (again since i'm sure i'm not the 1st or last guy to put this up)


WIZARDS vs SORCERERS

who rocks, who sucks and why
 

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WIZARDS rock!
Because they have tons of skill points, all knowledge skills, extreme spell versatility, the ability to make magic items(they can cast the prereq spells) and feats.

SORCERERS suck!
Because they know almost no spells, are less skilled than a half-orc barbarian and don't know spells of the power a wizard does at the same level.

(Sorcerers also have some advantages as I'm sure others will point out in the course of this thread)
 


It depends on the campaign. I am used to campaigns with less frequent but brutal combats -- wizards do not really run out of good spells in those circumstances.

I think a sorceror would be really run in a more by the book campaign.
 


They're both wimps, give me a <u>Barbarian/Cleric/Monk/Paladin/Ranger</u> any day.


I'm not a big fan of playing an Arcane caster, and I like the stronger physical classes..

If I had to choose between the two classes, I'd choose Sorcerer. I just like 'em more.
 

It is my opinion that wizards make better non-adventurers. Wizards are about planning, study, and contemplation. Sorcerors are about nuking the crap out of stuff and wreaking havoc and mayhem.

Wizards do best when they can operate on a predictable plan and from a secure base wherein backup supplies can be stored. If your campaign centers around a specific locality in which the party returns time and time again, never straying overly far, or overly long, the wizard is ideal. If your campaign involves a wandering party which rarely, if ever, returns to its point of origin, then the sorceror is best: You don't want to be tied down with spellbook that can get lost or destroyed mid-adventure....and if your DM is anything like me, and runs an adventure with combats anything close to real combat, half of your equipment is not going to return: That's not to say you won't make a net gain in equipment, but half the stuff you bring there isn't going to be in the stuff you bring back: Anything loose will be lost. Anything breakable will be broken. Anything consumable will be consumed.

Wizards, on the other hand, make very nice opposing-force NPCs. The fact that a wizard has to pick his loadout in advance isn't a problem for the NPC, since the DM doesn't have to pick the loadout until the wizard actually uses it. This is not an unreasonable approximation for an Int-20+ genius arch-wizard.
 

I've actually become rather partial to Sorcerers that Prestige Class into a "spell pool" PrC such as Mage of the Arcane Order, or Guild Wizard of Waterdeep.

Excellent combat effectiveness with the Sorcerer's normal spontaneous casting. Extraordinary flexibility via the spellpool. Plus, unless already used for a spell, all of a sorcerer's daily spell spell slots remain available for spellpool spells... No need to leave a slot or two 'unprepared', like a wizard would.
 

Hi, this post is all about wizards, REAL WIZARDS. This post is awesome. My name is Dark Jezter and I can't stop thinking about wizards. These guys are cool; and by cool, I mean totally sweet.

Facts:

1. Wizards are mammals.

2. Wizards cast spells ALL the time.

3. The purpose of the wizard is to flip out and disintegrate people.

:D

(If you don't get this post, check out this web page)
 
Last edited:

Both great, therefore I can't vote to the poll.

I suppose if you didn't even put such an option on the poll, that it means you think that 3.5 sucks, since they were somehow even toned down a little...
 

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