And so, you chose to be a Wizard... [Ideas on how to tweak the Wizard]

And so, you chose to be a Wizard...
...and probably died during the first session Wink

In my experience and opinion the class doesn't "stand out" as in previous editions. Has generally got poor AC (no armor, Shield spell lasts 1 minute and only gives +2. A fighter could spend his dice to ignore it.)
Also, its class progression is empty. I understand why is that from a balancing point of view, because an attempt has been made to make it modular and not-so specific, but that seems to me a little too much.
My feel is that you may now call the wizard "generic spellcaster with a specialty".

Assuming that the Wizard needs some fixing to keep up with the rest of the party, especially at first level, what would you do to try to make him more durable at very low levels?


What'd you do to make the class a bit more "spicy" and give it a few more unique abilities? (What happened to lore and metamagic?)

Considerations:

  1. The familiar - it's ok, not every mage wanted it. But now almost every class may have it. 

  2. Iconic Spells - Magic Missile and Fireball are not iconic for the wizard anymore. With the right specialty also a barbarian may cast them (supposedly, we'll have a look at the rules). Also, all classes cast Magic Missile and Fireball (but every spell is almost the same) as good as a wizard does, it's just matter of +1/+2 more on the spell's DC and to hit roll.

  3. Sheer damage compared to other classes in 1vs1 scenarios - Ok, the wizard is not a "striker", but I believe a few more single targeted damage dealing spells (not cantrips) could be of help. At 1st level we only have 3 daily spells afterall. It's not like the infinite reserve of damage that the fighter can tap from. I believe the wizard should be versatile, and should be able, if prepared beforehand, to match or outmatch most of the other classes. It's the spell preparation that makes the difference.

  4. Low AC - you have to rely on your Dexterity only. No trace of Mage Armor and the Shield spell only gives you a +2 for 1 minute. Meh.

  5. Low Hit Points - I still think of a mage like someone's slender, who relies more on his cunning than on his physical resistance. Now Constitution has become the key stat for the wizard. In *all* my gaming parties 5.0 wizards had better constitution than the fighters. Matter of survival.


I understand that much work has been done to break all the classes into reusable modules, and lots of effort has been put into ways to discourage the build of broken multiclass comboes, but isn't the wizard at 1st level a little bit like... a child alone in the forest whose friend stole most of his toys?

What can be done to avoid broken multiclass wizard builds and give some majesty back to the class?
I know it's the usual quadratic wizard/linear fighter issue, but somehow something's not feeling right to me. Like a short blanket.

Here are my attempts, in no particular order or combination (take one or more, not necessarily all):


  • Mage Armor could be a class feature.

  • It gives you +2 AC force armor bonus as long as you have one spell memorized. Doesn't stack with armors and the bonus rises with level. In this way other classes which rely on armor can't abuse it taking a couple of level as wizard.*OR* give it as a benefit for characters whose first class at 1st level is Wizard.
  • Metamagic feat every 5 levels as usual for 3.x. I have faith metamagic rules will make use of the fixed damage/duration of spells, in fact helping the wizard to stand out as *the* spellcaster.

  • Implements as specialties or "magic styles" (the fighter and the thief have their own). In addition or replacement to the higher spell's DC, the wizard could choose an Implement like the Staff (delivers spell attacks by adding bludgeoning damage when in melee), the Wand (consume a spell slot to get advantage on a magic attack), the Orb (advantage on Initiative checks). Other Magic Styles could include the Incantatrix(metamagic specialist), the Artisan or the Artificer. 

  • Also,
  • Spell School Specialization could be taken as a "magic style" or a specialization. The wizard can choose as his magic style specializations like Necromancer (as in the playtest packet), or Enchanter. Or, can choose one school of magic as its specialization and use the "magic style" feature to take another. I don't understand why I can't be a Necromancer with a familiar afterall. The short blanket feeling once again.


  1. Arcane Reaction could be a class feature obtained at 1st level only. "The wizard can unleash the tapped arcane energy of his spells in a desperate attempt to mitigate an attack". By burning a prepared spell the wizard can use a reaction to reduce the damage of an attack by 1d6 points of damage per consumed spell slot.

  2. Better Hit Dice - leave everything as it is now, but rise the hit dice to 1d6. Less wizards with the Survivor specialty on the world. Poor familiars Laughing

  3. Arcane Toughness - Magic flows within the wizard and keeps him alive. As a 1st level benefit for a 1st level character, the wizard may choose INT as his Constitution modifier, only to determine the maximum hit points. Healing occurs at the usual rate using the Constitution modifier.

  4. Arcane Body - The arcane energies tapped in the wizard's mind flow in his body making him sturdier. While the wizard has at least 1 spell prepared he gets +5 total hit points. He loses them right after casting his last spell, potentially leaving him inconscious. The +5 may rise with level. Wearing an armor dissipates the arcane energy, so it only works when not wearing any armor.




  5. What do you think? What do you suggest? We may make a full list of options here.


    And don't forget, if you're a wizard with 10CON and 4hp...
    ...beware of the elven mice under the stairsteps of the inn, they may Magic Missile you to death! Laughing

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]

    Well... at the moment it's not a complete class. The devs have stated that they are in the process of coming up with wizard "traditions" which will fil the same role as cleric domains, rogue schemes, and etc...

    I think the wizard is still playable now, but hopfully traditions give them some more in-depth gameplay.
    Well... at the moment it's not a complete class. The devs have stated that they are in the process of coming up with wizard "traditions" which will fil the same role as cleric domains, rogue schemes, and etc...

    I think the wizard is still playable now, but hopfully traditions give them some more in-depth gameplay.


    I'd be glad if you could point me to the article where you found this info, I've probably missed it, may you please post the link?

    Anyway, since we don't know when the next playtest packet is coming (and if it will contain such traditions or not) and the class is still in the shaping process, I'll be happy to know what do you and the people think about it and what would you do in the meanwhile.

    A little brainstorming never hurts. Maybe. Hopefully Laughing

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]

    I think it was mentioned in a number of GenCon and/or PAX 2012 seminars.

    One thing someone mentioned (Mike Mearls or Jeremy Crawford I think) was that the Traditons would give Wizards expertise in a specific school of magic, which in some way might give Wizards the ability to use prepared spells in their school of magic like encounter powers.   For example, an Evoker could prepare Burning Hands and use it in one encounter, and then gain it back for the next encounter, etc. etc.

    This would really be interesting.  I think we'll get to see what they are up to in October's playtest package.


         

    A Brave Knight of WTF - "Wielder of the Sword of Balance"

     

    Rhenny's Blog:  http://community.wizards.com/user/1497701/blog

     

     

    I know that Mike Mearls talks about them when he did the character update with the Penny Arcade guys. Also the "Creating the Core" panel from PAX may briefly mention traditions (You can watch in on the  Wizards' youtube channel).

    I believe Wild Mage, and War Wizard are the two that have been mentioned specifically. 
    I think it was mentioned in a number of GenCon and/or PAX 2012 seminars.

    One thing someone mentioned (Mike Mearls or Jeremy Crawford I think) was that the Traditons would give Wizards expertise in a specific school of magic, which in some way might give Wizards the ability to use prepared spells in their school of magic like encounter powers.   For example, an Evoker could prepare Burning Hands and use it in one encounter, and then gain it back for the next encounter, etc. etc.

    This would really be interesting.  I think we'll get to see what they are up to in October's playtest package.



    I believe Wild Mage, and War Wizard are the two that have been mentioned specifically. 



    Thanks for the info, I'll check the videos asap, and nice to know there is going to be an October's playtest package.

    I really hope to find a little more attention for the Wizzy. We've seen a specialization, the Necromancer, which was kind of cool, but you still had to give up on the familiar. Or maybe you're going to get it at higher levels.

    I'd love to see not only the Warmage and the Wild Mage as specialties or traditions (I suppose you'll be able to pick a specialty from a fixed list as a tradition) but also some tweaks as reported in the first post.


    Recasting a spell each encounter honestly isn't so exciting. May be useful, sure, but the little balancing problems  keep staying there.
    I think something more... unique like the soul extraction of the Necromancer specialty should be the way to go in my opinion.
    I didn't fall in love with the implements of the 4th edition, but seeing them as a tradition won't hurt.

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]

    If I remember, what was said in the PvP/PA character transfer video was something about if you cast a spell from your Tradition you can draw that power back and cast it again. From what he said it would likely only be a single extra cast a day, avoiding Wizards having any form of encounter powers.

    I like ideas for a 'magically armored' wizard. I think it works well for a lot of iconic Wizardy types, as a great deal of literature talks about 'magical wards' it needs to be a part of D&D, and I think it fits best in at least one of the future traditions of the Wizard class. I don't think extra AC and HP should be apart of every wizard. I do think more spell slots at early levels and less spell slots at later levels should be added to every style of Wizard.

    Personally, my favorite version of the Wizard was in a game where the PC had high Int/Cha. During fights he stood at the back and functioned as a Field Marshal, using his familiar to apply buffs and de-buffs while he could communicate with all his party. If the OP describes a more 'resilient' wizard then I also want a 'Leader' style Wizard.
    There's also this link, which is from the "Official News and Announcements" portion of the board.  The formatting and location of the interview seem a little odd.  But it seems in line with other things I've heard and know.  I can personally assure you that the version of the Paladin they had in April is not ready.  So hopefully they're just being careful as they develop.

    www.enworld.org/forum/news/329256-mike-m... 
    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.
    What if you don't want a dextrous Wizard? Well, have fun being a pajama-wearing sitting duck because you get smoked by everything, especially after advantage/disadvantage. This would also allow higher Con scores to help survivability, too.

    2.  Take the Familiar Away From Magic-User Specialty, Give to Wizard as 1st level Option
    If somebody doesn't want the familiar, entice them with something else. Spell retraining or another level spell they qualify for they can train in.

    3. Bonus Spells Based On Ability Score
    14=1 more 1st
    16=1 and 1 more 2nd
    18=1 and 1 more 2nd and 3rd
    20=2 1st and 1 more 2nd and 3rd

    Getting more spells based on attributes, you have to wait to get the 2nd and 3rd spell bonuses and can't change them to 1st level.

    Just a start, I think.

     
    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.
    What if you don't want a dextrous Wizard? Well, have fun being a pajama-wearing sitting duck because you get smoked by everything, especially after advantage/disadvantage. This would also allow higher Con scores to help survivability, too.

    2.  Take the Familiar Away From Magic-User Specialty, Give to Wizard as 1st level Option
    If somebody doesn't want the familiar, entice them with something else. Spell retraining or another level spell they qualify for they can train in.

    3. Bonus Spells Based On Ability Score
    14=1 more 1st
    16=1 and 1 more 2nd
    18=1 and 1 more 2nd and 3rd
    20=2 1st and 1 more 2nd and 3rd

    Getting more spells based on attributes, you have to wait to get the 2nd and 3rd spell bonuses and can't change them to 1st level.

    Just a start, I think.

     


    1. Why would that make sense flavorfully? What about a high Intellegence allows attacks to hit you less? I have high scores on my SAT - what about that makes me able to dodge attacks?

    2. Familiar as a Wizard option is cool, but let someone else have it too! I know my Magic-User Rogue is looking forward to third level for that reason.

    3. Doesn't really fit with the other classes - Fighters don't get more manuvers based on their scores, and Rogues don't get more skills.
    High intellect and magical strength reflected in the Intelligence. I can't think of any other way to give them an AC that isn't terrible.


    It is just something neat to give the Wizard. Maybe a Magic User Wizard could have 2 familiars?


    Eh, I just miss it from 3.5 You made some good points about not giving them extra spells.      
    Having light armor tied to Int was justified in 4th as being able to anticipate enemy maneuvers with your keen intellect.  Whether or not this was justified is another thread entirely, but I usually liked how it worked with most classes.

    I could get behind the +2 ac as long you have a spell slot ability, but what could be done for the non-vancian wizards that may be soon be showing up?
    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.


    What about an at-will spell that grants a similar effect, and give wizards one additional at-will spell at first level.  A Conjurer specialist could select it as their bonus conjuration spell.

    Mage Armor
    Minor conjuration
    An invisible but tangible field of force surrounds the subject touched, protecting them from attacks.
    Effect: For 1 hour, the subject adds their intelligence to armor class instead of dexterity.  This bonus does not stack with armor.
    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.


    What about an at-will spell that grants a similar effect, and give wizards one additional at-will spell at first level.  A Conjurer specialist could select it as their bonus conjuration spell.

    Mage Armor
    Minor conjuration
    An invisible but tangible field of force surrounds the subject touched, protecting them from attacks.
    Effect: For 1 hour, the subject adds their intelligence to armor class instead of dexterity.  This bonus does not stack with armor.


    That could work, although it would be nice to tie it into the current magic system. So maybe a cantrip? Similar to Magic Missile/Ray of Frost giving the Wizard a magical way to attack rather than having them sit back with a crossbow (same effect, but less magic-y). This would give them a half-decent AC in a magical way. If it was a cantrip, I'd have it be for only one minute, though... you can surprise the wizard when he doesn't have time to set up his magical protections.
    The biggest problem could be the Magic-User speciality, although now that I think about it most other characters wouldn't want it (although a High Elf duelist or spellthief could concevibly rely on magical protection to be more mobile or silent). Seriously, this is actually sounding pretty good.
    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.


    What about an at-will spell that grants a similar effect, and give wizards one additional at-will spell at first level.  A Conjurer specialist could select it as their bonus conjuration spell.

    Mage Armor
    Minor conjuration
    An invisible but tangible field of force surrounds the subject touched, protecting them from attacks.
    Effect: For 1 hour, the subject adds their intelligence to armor class instead of dexterity.  This bonus does not stack with armor.


    That could work, although it would be nice to tie it into the current magic system. So maybe a cantrip? Similar to Magic Missile/Ray of Frost giving the Wizard a magical way to attack rather than having them sit back with a crossbow (same effect, but less magic-y). This would give them a half-decent AC in a magical way. If it was a cantrip, I'd have it be for only one minute, though... you can surprise the wizard when he doesn't have time to set up his magical protections.
    The biggest problem could be the Magic-User speciality, although now that I think about it most other characters wouldn't want it (although a High Elf duelist or spellthief could conceivably rely on magical protection to be more mobile or silent). Seriously, this is actually sounding pretty good.


    That was my intent Koga, that Mage Armor would be a cantrip (i.e. minor spell).  I went with a 1 hour duration specifically to avoid having a wizard have to cast Mage Armor at the start of every fight, as this costs an action.  No other class is expected to don their armor when a combat encounter begins, and I don't think the wizard should either.

    Regarding the risk of other classes using it, as long as it doesn't stack with Dex or Armor, it shouldn't break anything, and if it works for a particular build, great.
    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.


    What about an at-will spell that grants a similar effect, and give wizards one additional at-will spell at first level.  A Conjurer specialist could select it as their bonus conjuration spell.

    Mage Armor
    Minor conjuration
    An invisible but tangible field of force surrounds the subject touched, protecting them from attacks.
    Effect: For 1 hour, the subject adds their intelligence to armor class instead of dexterity.  This bonus does not stack with armor.


    That could work, although it would be nice to tie it into the current magic system. So maybe a cantrip? Similar to Magic Missile/Ray of Frost giving the Wizard a magical way to attack rather than having them sit back with a crossbow (same effect, but less magic-y). This would give them a half-decent AC in a magical way. If it was a cantrip, I'd have it be for only one minute, though... you can surprise the wizard when he doesn't have time to set up his magical protections.
    The biggest problem could be the Magic-User speciality, although now that I think about it most other characters wouldn't want it (although a High Elf duelist or spellthief could concevibly rely on magical protection to be more mobile or silent). Seriously, this is actually sounding pretty good.



    Yes...I really like this idea.  Good call, K.

    A Brave Knight of WTF - "Wielder of the Sword of Balance"

     

    Rhenny's Blog:  http://community.wizards.com/user/1497701/blog

     

     

    In my 4e game, I ran my wife's wizard. She had mirror image. It's a minor daily that gives you +6 ac, each time you are missed, the ac bonus is reduced by 2. Something like that could be neat for a mage and tie into an iconic arcane spell. And if it was a cantrip then you constantly have the decision, reup my AC or keep on the offensive. Of course, for 5e probably reduce it +4 or +3.
    Change counterspell (currently usesless as a L2 spell because it's too rarely useful to be worth memorizing, it costs your next action and you only have a 50/50 chance to counter many spells) into a Cantrip (keeping the restrictions - and removing the 'auto counter 1st' level spells' feature).


    This changes it into a magical 'parry' ability which wizards can use to negate enemy casters they encounter and, by having it as a cantrip, they always have it ready to use.


    It may, however, need to be specified that it can only be used against spells that target the wizard or his space (no 'parrying' spells aimed at someone else).


    (Alternately - the loss of an action needs to be eliminated and it needs to have a higher chance of success.  Perhaps it always succeeds if the wizard is of higher level than the caster?)
      
    Carl         
    This is not really thought through - just a spontaneous idea: What about giving the wizard a special "aura" slot, where one permanent-active "aura-spell" may be placed. Maybe that's "mage armor", or "minor protection from element x", or "protection from scrying", or "disguise self", or "minor spell resistance", or whatever?
    2.  Take the Familiar Away From Magic-User Specialty, Give to Wizard as 1st level Option
    If somebody doesn't want the familiar, entice them with something else. Spell retraining or another level spell they qualify for they can train in.

    3. Bonus Spells Based On Ability Score
    14=1 more 1st
    16=1 and 1 more 2nd
    18=1 and 1 more 2nd and 3rd
    20=2 1st and 1 more 2nd and 3rd



    I agree, since the Wizard is at the moment the class that relies most on daily powers, and also has to prepare them, it should benefit from a wider selection (the sorcerer has already got enough flexibility, it just defends a bit and inflicts damage)

    Personally I don't love the fact of giving magic companions to thiefs, it's just too good. And you can also abuse the Magic User specialty


    1. Intelligence To AC
    Remember how you could choose Intelligence or Dexterity to AC in 4E? Give that as an option to the wizard only. With an 18 to 20 in their Intelligence the AC would be 14 to 15. This would be HUGE to survivability. Right now you have to have a positive Dex or you have a 10 AC. Stinks.

     
    What about an at-will spell that grants a similar effect, and give wizards one additional at-will spell at first level.  A Conjurer specialist could select it as their bonus conjuration spell.

    Mage Armor
    Minor conjuration
    An invisible but tangible field of force surrounds the subject touched, protecting them from attacks.
    Effect: For 1 hour, the subject adds their intelligence to armor class instead of dexterity.  This bonus does not stack with armor.

     
    That could work, although it would be nice to tie it into the current magic system. So maybe a cantrip? Similar to Magic Missile/Ray of Frost giving the Wizard a magical way to attack rather than having them sit back with a crossbow (same effect, but less magic-y). This would give them a half-decent AC in a magical way. If it was a cantrip, I'd have it be for only one minute, though... you can surprise the wizard when he doesn't have time to set up his magical protections.
    The biggest problem could be the Magic-User speciality, although now that I think about it most other characters wouldn't want it (although a High Elf duelist or spellthief could concevibly rely on magical protection to be more mobile or silent). Seriously, this is actually sounding pretty good.



    Yes, I definitely *don't* like the Magic-User specialty... most of my players are going to take it: especially thiefs and fighters. Infinite cantrips? Elves casting at will? No way!

    Here's my take on the Magic User specialty:
    Level 1: you know 2 cantrips. If you have the Cantrips class feature you add them to your repertory, otherwise you can cast each cantrip once per day.

    or
    Level 1: you learn how to use cantrips. You learn 1 cantrip (or 2 if you've got the Cantrips class feature). If you don't have the Cantrips class feature you must not wear any armor.

    Level 3: if your magic attack bonus is +3 or higher you can choose a familiar. Otherwise you learn another cantrip.

    Also, elves should only get 1 cantrip, and they should be wearing no armor to cast it.


    What about having an Arcane Defense class feature (a wizard-exclusive cantrip)?
    Arcane Defense: if you take the 1°character level as a wizard, you've learned how to survive in combat by using your magic instead of your physical training.

    Cantrip: Arcane Defense
    Minor Invocation [Force]
    As you realize you're in danger you tap into your magical energies to avoid being hit
    While unarmored you can use this cantrip in 2 ways, and you can only use one at a time.
    1) As a reaction, you add you Magic Attack base bonus to your AC. Until the end of your next round you suffer an equivalent penalty to your magic attack rolls and DC of the spells you cast.
    2) As an action, you may use your Int modifier instead of Dex modifier to determine your AC.This effect lasts 1 minute.


    This is not really thought through - just a spontaneous idea: What about giving the wizard a special "aura" slot, where one permanent-active "aura-spell" may be placed. Maybe that's "mage armor", or "minor protection from element x", or "protection from scrying", or "disguise self", or "minor spell resistance", or whatever?


    I like the idea but would require quite to carefully select *which* spells are going to be used this way (retricting it to spells with personal range could lead to potential abuse)
    Feels a lot like the Permanent Spell metamagic feat of 3.x. It used a much higher(+8 IIRC) spell slot to make it last 24 hours.

    I hope to see something more than just double duration if they're really going to make us use a higher spell slot with metamagic. Once, there was character level to increase the duration. Now, it would probably be nice to multiply the duration for your maximum level of spell castable (eg: Shield cast by a 5th level wizard using a 2nd leve spell slot lasts 3 (maximum castable spell level) x 10 minutes = half a hour.) In this way spells cast by spellcasters would really be different from the same spells cast, for example, a fighter with some new class dipping feature.

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]


    Yes, I definitely *don't* like the Magic-User specialty... most of my players are going to take it: especially thiefs and fighters. Infinite cantrips? Elves casting at will? No way!

    (...)

    What about having an Arcane Defense class feature (a wizard-exclusive cantrip)?
    Arcane Defense: if you take the 1°character level as a wizard, you've learned how to survive in combat by using your magic instead of your physical training.

    I, too, dislike the Magic-user speciality as it is. Everyone able to sling spells about, and being able to do it better than a wizard (that is: being able to cast in armor).
    The Arcane Defense as a class feature doesn't really appeal to me either, because it seems a bit unfitting customization-wise. As a real-life example I would compare it with saying "as an engineer you have learnt to build and fire a machinegun". So if my character background is a transmutation wizard employed in palace construction, he most probably would not have learned how to survive in combat (prior to his first encounters as a successful adventuring wizard, of course).

    Back to armors: Why not allow the wizards to cast spells in armor, so long as they are proficient with that kind of armor (maybe, and hopefully, that's coming, based on what Mike Mearls is reported to have said regarding the wizard-backgrounds that may be in the making)?


    I like the idea but would require quite to carefully select *which* spells are going to be used this way (retricting it to spells with personal range could lead to potential abuse)


    I don't see how one permanent active spell has a too great abuse potential, as long (for example)
    - you have to chose the aura spell when you get up and can't change it until having finisherd another long rest (but you can deactivate it for good anytime you want)
    - the boni are low to moderate (maybe AC +2 or protection from weather so you feel fine when walking at the north pole or the desert or "illusion-disguising" yourself in a simple way)
    - there's only one (or at higher levels maybe two) aura-slots available

    The Boni don't even have to be very high, sometimes maybe exist mainly for roleplaying-purposes ("See, chieftain of the polar barbarians, I spent three days and three nights naked out in the snow. I truly am blessed by the ice gods, and they want you to support me in my noble quest ... !")
    RE: Armour Mage
    The thing is, it just doesnt make sense that casters can't cast in armour. They have attempted at making excuses as to why it would interfere but it just doesn't make sense.

    So we have to let them, and why is that such a problem? Why does every wizard have to look like an old man in robes with a staff? The way I see it, if the caster is proficient in the armour then he should be able to cast in it, just like he can use weapons that he is proficient in.

    If we don't want casters wearing armour, then make it less attractive such as offering spells that give a similar effect to armour and shields.

    If we don't want casters wearing armour, then make it less attractive such as offering spells that give a similar effect to armour and shields.



    I'd say the best bet is allow Int to AC and roleplay it as an always present arcane shield around the wizard that is of course gets stronger when the caster is smarter

    A second possibility is something like mage armor...make it a cantrip that when cast gives you +X (w/e is deemed balance) for 3 rounds...dropping 1 AC per round.

    I've always viewed a battle against a high level wizard starting with somehow dispelling or "defeating"his various wards...resist elly, stone skin, mirror image, blur, mage armor, etc....oh and clone of course
    The thing is, it just doesnt make sense that casters can't cast in armour. They have attempted at making excuses as to why it would interfere but it just doesn't make sense.

    Agreed. I wonder if anyone on the design team has ever worn armour? If it's properly fitted and worn (and one would hope an adventurer who relies on it to save his skin would have it properly fitted), there's really no hinderance to movement at all. I have personally seen someone in full plate in combat do a backflip to avoid a sword blow. Sure, the mage wouldn't wear clamshell gauntlets if he needs finger motion, but the rest of the armour won't interfere with gestures. Saying a mage "can't" wear armour sort of makes one wonder why there are feats that allow him to do so.

    In memory of wrecan and his Unearthed Wrecana.

    A second possibility is something like mage armor...make it a cantrip that when cast gives you +X (w/e is deemed balance) for 3 rounds...dropping 1 AC per round.


    Then you'd have to count the rounds and adjust the bonus every time - sounds tiresome to me.

    I don't like the cantrip-idea too much. With the combats being much shorter, it probably wouldn't pay off - one round without being able to attack or support your party really matters under the recent rules.

    And, paraphrasing slygamers point: Why can a wizard wear a leather jacket and a leather cape and leather trousers and cast spells, but loses the ability if he wears leather armor?

    The thing is, it just doesnt make sense that casters can't cast in armour. They have attempted at making excuses as to why it would interfere but it just doesn't make sense.

    So we have to let them, and why is that such a problem? Why does every wizard have to look like an old man in robes with a staff? The way I see it, if the caster is proficient in the armour then he should be able to cast in it, just like he can use weapons that he is proficient in.



    Tradition. That's why they don't and why it'd be a problem to let them. WotC is so afraid of a "Gandalf didn't wear armor! Now, I'll never buy 5e!"* reaction it'll never happen in the core rules.

    *(Alternately, "if every caster can wear just by spending a feat why wouldn't they? That's stupid. Now, I'll never buy 5e!")
    I agree with the Intelligence bonus to AC threads floating through here.  I'm sure by now we've all seen Sherlock Holmes and watched in amazement as he acurately predicts the outcome of multiple fights before they actually play out. 

    What's to say that an insanely smart person who memorizes spells for a living couldn't do the same.  It doesn't have to be a wonky Arcane Aura or anything supernatural, it could just be the natural workings of a highly sophisticated mind whose seen how combat actually plays out.
    I agree with the Intelligence bonus to AC threads floating through here.  I'm sure by now we've all seen Sherlock Holmes and watched in amazement as he acurately predicts the outcome of multiple fights before they actually play out. 

    What's to say that an insanely smart person who memorizes spells for a living couldn't do the same.  It doesn't have to be a wonky Arcane Aura or anything supernatural, it could just be the natural workings of a highly sophisticated mind whose seen how combat actually plays out.



    Yes, I loved the movie, but it's getting a bit dangerous having full INT bonus to AC all the time.
    Fact is, even if the stats are capped to 20, the Wizard could end getting a higher AC than a fighter, for free.
    Also, I think Dexterity should be relevant as well, more than Constitution if you ask me.

    Maybe a permanent +2 "Wizard cognition" bonus to AC (stacks with dexterity) or the Wizard Int. modifier, whichever is the *lower*, that is lost whenever creatures have advantage on attacking him or has cast all his spells ("drained mind"). Maybe the bonus could increase with level.


    The thing is, it just doesnt make sense that casters can't cast in armour. They have attempted at making excuses as to why it would interfere but it just doesn't make sense.

    So we have to let them, and why is that such a problem? Why does every wizard have to look like an old man in robes with a staff? The way I see it, if the caster is proficient in the armour then he should be able to cast in it, just like he can use weapons that he is proficient in.

     

    Tradition. That's why they don't and why it'd be a problem to let them. WotC is so afraid of a "Gandalf didn't wear armor! Now, I'll never buy 5e!"* reaction it'll never happen in the core rules.

    *(Alternately, "if every caster can wear just by spending a feat why wouldn't they? That's stupid. Now, I'll never buy 5e!")


    Traditions, you said it well, as they're about to add traditions to the Wizard ;)
    Maybe we're going to get an "armored mage" tradition (probably not a specialty, arcane failure is wizard only stuff) that will allow the wizard to don armors, first light, than heavy. And maybe channel a few spells with his weapon. 'cause if you get an armor, you're probably going to have a melee weapon as well, otherwise a Mage Armor spell could be more practical :P 

    Anyway, partial success! Seems like the wizard is about to be more durable in the next packet! ;)
    www.wizards.com/dnd/Article.aspx?x=dnd/4... 

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]

    What if a Wizard simply added Half there Int Mod to AC? That way Dex is still mainly used for AC but it gives the Wizard a small bonus of 1 or 2. This prevents them from having Rogue/Fighter AC levels but still makes them a little tougher.
    Here's a few of the things I'd do to improve the wizard:

    1. Increase their HD to d6.

    2. Bring back bonus spells for having a high Intelligence score.
       
    3. Give them 4 cantrips instead of just 3.

    4. Add a new 1st level spell, Mage Armor: +2 armor bonus to AC, lasts 24 hours or until you next prepare spells. Counts as light armor but doesn't incur penalties or interfere with spells.
     
    5. Allow the Shield spell to be cast as a reaction.

    6. Remove the restriction from casting wizard spells in armor. Wizards can still lack proficiency by default, but if they really want to suffer the non-proficiency penalties or pay feats to gain it, I see no good reason why they shouldn't be able to wear armor. That way, mage armor won't be mandatory for all wizards.

    That's what I could think of for right now. Of course, we'll have to see what the traditions do.

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!
    Here's a few of the things I'd do to improve the wizard:

    1. Increase their HD to d6.

    2. Bring back bonus spells for having a high Intelligence score.
       
    3. Give them 4 cantrips instead of just 3.

    4. Add a new 1st level spell, Mage Armor: +2 armor bonus to AC, lasts 24 hours or until you next prepare spells. Counts as light armor but doesn't incur penalties or interfere with spells.
     
    5. Allow the Shield spell to be cast as a reaction.

    6. Remove the restriction from casting wizard spells in armor. Wizards can still lack proficiency by default, but if they really want to suffer the non-proficiency penalties or pay feats to gain it, I see no good reason why they shouldn't be able to wear armor. That way, mage armor won't be mandatory for all wizards.

    That's what I could think of for right now. Of course, we'll have to see what the traditions do.

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!



    #1 The HP system needs an overhaul, this isn't enough.

    #2 HELL NO. You say "They're already enough of a one-stat class" but you want Int to do more. No this is and has always been a terrible idea.

    #3 I always want more cantrips but it is probably bloat.

    #4 Maybe.

    #5 A defensive reactionary spell/cantrip has been talked about and I think it is a good idea, but not Shield

    #6 Agreed 
    Bonus spells  for high Int only contributes to casters outclassing all other characters. Bonus cantrips might be alright.
    Here's a few of the things I'd do to improve the wizard:

    1. Increase their HD to d6.


    Would only make sense for a "Warmage" or "Bard" tradition. Which would of course be hindered in another fashion to balance things. If an unprepared wizard wants to stay alive, he should play "smart" and stay out of harm's way. A prepared wizard on the other hand, should have his defenses ready. Granted, right now there are very few options for preparation (only shield and mirror image), but I'd rather see more options become available, than an overall bloating of hit points.


    2. Bring back bonus spells for having a high Intelligence score.


    Not needed any more. At-will cantrips fill in (at least at low levels) for not having bonus spells.


    3. Give them 4 cantrips instead of just 3.


    Three words: Arcane Dabbler feat.


    4. Add a new 1st level spell, Mage Armor: +2 armor bonus to AC, lasts 24 hours or until you next prepare spells. Counts as light armor but doesn't incur penalties or interfere with spells.


    Or simply make mage armor a normal, 1-action 1st-level spell, that can also be cast as a ritual. The price cost of the ritual could be rather low (say 10 gp instead of the usual 25). Lasts 1 hour, of course.


    5. Allow the Shield spell to be cast as a reaction.


    Not shield. There were two spells in D&D 3.5E's PHBII, called deflect and lesser deflect, that worked exactly like that: cast as immediate actions, protected against a single attack. A cantrip version of lesser deflect sounds about right, could provide a +2 AC bonus against a single attack as a reaction.


    6. Remove the restriction from casting wizard spells in armor. Wizards can still lack proficiency by default, but if they really want to suffer the non-proficiency penalties or pay feats to gain it, I see no good reason why they shouldn't be able to wear armor. That way, mage armor won't be mandatory for all wizards.


    Not every wizard trains for war. Wizards learn spellcasting in academies, not military camps. Did you learn to repair laser assemblies at MIT while wearing a bulletproof vest or a Bomb Disposal Unit's armor? It's not an issue of 'if possible,' but an issue of 'if known.' If the Wizard actually spends a feat to gain armor proficiency, then allowing spellcasting in armor (with which the character is proficient) sounds logical. After all, he did spend a feat.
    A "Warmage" tradition should definitely have casting-in-armor capability by default, and maybe even better weapon attack bonus than the plain wizard. (In fact, I think the "base" wizard shouldn't even have a weapon attack bonus.)

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!


    +1 to that. Hell, +10.

    RE: Armour Mage
    ...
    If we don't want casters wearing armour, then make it less attractive such as offering spells that give a similar effect to armour and shields.


    Or simply provide spells that allow them to avoid getting hit in another fashion. mirror image, blur, and blink are extremely decent alternatives, and better fit the wizard archetype as someone who survives by avoiding contact and ranged combat in the first place (rather than having to defend against it).

    I agree with the Intelligence bonus to AC threads floating through here.  I'm sure by now we've all seen Sherlock Holmes and watched in amazement as he acurately predicts the outcome of multiple fights before they actually play out. 

    What's to say that an insanely smart person who memorizes spells for a living couldn't do the same.  It doesn't have to be a wonky Arcane Aura or anything supernatural, it could just be the natural workings of a highly sophisticated mind whose seen how combat actually plays out.


    Actually, that sounds to me more like "Intelligence to Initiative," and a lot less like "Intelligence to AC." Allowing the Wizard to use Intelligence instead of Dexterity for initiative actually sounds reasonable (predict enemy movements and tactics, etc.) and consistent with how a (highly) intelligent character would operate.

    I'm sure implements will be integrated into the system as playtesting progresses. Having a separate magical attack now (which is not affected by magical weapon bonuses) basically guarantees that we'll get implements 4E-style. I don't think there should exist Wizard traditions that focus on implements. (I found the Saruman-vs-Gandalf staff-fights and Harry Potter wand-crap on films ridiculous, and I think they'd look even more ridiculous when used by serious Wizards in D&D.) However, it makes sense that different implements could provide bonuses to different spells/schools.

    Just my 2 cp thus far..
    James
    Here's a few of the things I'd do to improve the wizard:

    1. Increase their HD to d6.

    2. Bring back bonus spells for having a high Intelligence score.
       
    3. Give them 4 cantrips instead of just 3.

    4. Add a new 1st level spell, Mage Armor: +2 armor bonus to AC, lasts 24 hours or until you next prepare spells. Counts as light armor but doesn't incur penalties or interfere with spells.
     
    5. Allow the Shield spell to be cast as a reaction.

    6. Remove the restriction from casting wizard spells in armor. Wizards can still lack proficiency by default, but if they really want to suffer the non-proficiency penalties or pay feats to gain it, I see no good reason why they shouldn't be able to wear armor. That way, mage armor won't be mandatory for all wizards.

    That's what I could think of for right now. Of course, we'll have to see what the traditions do.

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!


    I agree with most of what Xerxes13 and Guest1285778486 said

    1. about Dice increase: I'm a bit conservative on that, I really wouldn't like to have a better hit dice "just because the new mechanics requires so", but I'll surrender to what they're going to do. I'd rather have the mechanics changed or have an arcane source of sturdyness. Definitely I expect warriors to have a higher Con than wizards.

    2. about Bonus Spells: I fear of multiclassing. Too much for a level 1 wizard. Maybe giving bonus "floating level" spell slots each level could be a solution, 1 per level, but not more than the class level or the INT modifier. I don't like the new recharging mechanic they're going to put, but they're probably solving the loss of spell slots with rechargeable ones.

    3. about Giving them 4 cantrips instead of just 3: I'd rather have 3 cantrips and only give extra 2 instead of 1 with the Magic User Specialty to any character having the Cantrips class feature. Again, it's a multiclass precaution. The wizard will end up knowing all cantrips as he progresses anyway; it's just matter of balancing the 1st level.

    4. about Adding Mage Armor: I suppose they intentionally left many spells out in the packet, and Mage Armor should be one of them (to mention one, gimme back my life-saving Expeditious Retreat! ...if they're going to make it a cantrip, I'm pretty sure it'll only last 1 round, maybe a move action done as a reaction, or a 1-minute +10ft of speed), so I can't say much on that.
    Yes, having it as a ritual seems reasonable. 10mins and 10mo for 1 hour of +3AC bonus (hopefully) is quite fair.
    It would be ok for me even if it gave damage reduction, but I don't know which spells are going to have other classes.

    5. about Shield as a reaction: well, we're not sure which spells are going to be available in this edition, so we're pretty free to wonder (if they're going to change it) how it could be changed. Shield as a reaction, lasting 1 attack only would be nice, but I think having a lower protection for 1 minute should be better. A +2 bonus, not just some cover. Shields don't give cover... I know they did it this way to also allow people to use an actual shield, but as for Mage Armor, you could simply say you only use the better shield bonus from the spell or the physical one. Or give 2 damage reduction (total reduction against Magic Missile) for 1 minute.

    6. about Armored Wizards: it could be a tradition, but the robe-wearing wizard is iconic and shouldn't be changed IMHO. In the past armors could have an array of magic features that common objects couldn't have (or costed twice), and it was a balancing factor. We'll see what's going to happen with the next playtest packet

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!

     
    +1 to that. Hell, +10.


    Definitely yes, when I'm not DM'ing I usually play wizards, and I'd also hate to have 5 dump stats. Well, not exactly since now wizards don't automatically get their high save bonus on Will, need some Con, some Dex, some Wis, lots of Int, and also having some Cha and Str can't hurt. It's the new Paladin :D

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]

    Here's a few of the things I'd do to improve the wizard:

    1. Increase their HD to d6.

    2. Bring back bonus spells for having a high Intelligence score.
       
    3. Give them 4 cantrips instead of just 3.

    4. Add a new 1st level spell, Mage Armor: +2 armor bonus to AC, lasts 24 hours or until you next prepare spells. Counts as light armor but doesn't incur penalties or interfere with spells.
     
    5. Allow the Shield spell to be cast as a reaction.

    6. Remove the restriction from casting wizard spells in armor. Wizards can still lack proficiency by default, but if they really want to suffer the non-proficiency penalties or pay feats to gain it, I see no good reason why they shouldn't be able to wear armor. That way, mage armor won't be mandatory for all wizards.

    That's what I could think of for right now. Of course, we'll have to see what the traditions do.

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!



    I agree with most of what FallingIcicle said.  I think the big issues with the 5e Wizard is their drop in power with no increase in survivability.  To resolve this, a combination of a minor boost to HPs, an all-day-long boost to AC, and burstable boost to AC with resource cost solves these issues.

    1.  Moving wizards to 1d6 is probably not the only solution to reduce the hit point disparity, but it is probably the easiest way to deal with it temporarily.  Paired with an option to improved their defence beyond basic Dex bonus should give them enough of a boost without making them overly powerful, or anywhere close to Fighter or other melee types.

    2.  I don't think bonus spells from Intelligence are necessary in the long run, although for the playtest we are allowing wizards to be a "specialist" and gain one bonus spell per level from the school as well as a couple other minor benefits, such as a boost to one of their schools At-Will spells.  For instance, an Abjurers Mage Armor grants +3 AC instead of +2, while an Invoker's Magic Missile has 2 missiles.

    3.  I think 4 or even 5 cantrips for Wizards would be a good idea.  Currently I have yet to see a Wizard in our group who has not taken Arcane Dabbler, which to me says that 3 isn't cutting it, particularly when combining classic Wizardly options (Detect Magic, Light, Mage Hand) with basic attack options (Ray of Frost, Shocking Grasp, Magic Missile).  I'd much rather see a bunch of cantrips at first level when daily resources are extremely limited, than a steady increase over many levels.

    4.  Mage Armor is absolutely needed, whether that's a straight +2 to AC, or some form of Int over Dex.  I'd be good with a 1st level spell that last 24 hrs, or a Cantrip that lasts 1 hr, but it definitely should not cost money as others have suggested.  The devs have said that treasure is not required to play, but having the wizard pay 10 gp per hour for armor is exactly that, and its ridiculous. 

    My 5th wizard has just saved up 300 gp after 5 levels of not spending even a copper, and not a single piece of magic found either.  So yay, after 5 levels of adventuring I can now afford to cast Mage Armor for 1 full day! 

    If armor cost 240 gp per day why would anyone becomes a Wizard instead of a Fighter?  If we are going to do this, we should extend this option to other classes as well.  The Rogue should also have to replace his Leather armor every hour, and the Cleric and Fighter have to replace the Chainmail every 7.5 hrs???  No wait, that's crazy, armor should not be a gp resources that is consumed hourly.

    5.  I would like to see some defensive spell that can be cast as a reaction, whether that's Shield, or some other defensive option.  This is the kind of "get out of coffin free" card that the wizard needs to have at low levels, and it should use up precious spells slots.

    6.  Make spell failure apply to armors that you are not proficient with.  This one of the things I like about 4e, and opens up options for Gish and other classes that fall somewhere between Wizard and Fighter.  Alternatively, if there are traditions which allow for this, that would work for me as well.
    Here's a few of the things I'd do to improve the wizard:

    1. Increase their HD to d6.

    2. Bring back bonus spells for having a high Intelligence score.
       
    3. Give them 4 cantrips instead of just 3.

    4. Add a new 1st level spell, Mage Armor: +2 armor bonus to AC, lasts 24 hours or until you next prepare spells. Counts as light armor but doesn't incur penalties or interfere with spells.
     
    5. Allow the Shield spell to be cast as a reaction.

    6. Remove the restriction from casting wizard spells in armor. Wizards can still lack proficiency by default, but if they really want to suffer the non-proficiency penalties or pay feats to gain it, I see no good reason why they shouldn't be able to wear armor. That way, mage armor won't be mandatory for all wizards.

    That's what I could think of for right now. Of course, we'll have to see what the traditions do.

    Oh, and as for the idea of letting wizards add their Intelligence bonus to AC, please, NO. Just ... NO. They're already enough of a one-stat class. If you want a higher AC, invest in Dex!


    1. If they do this, it should be tied to the Wizard Traditions they've talked about. I'm not against an overall increase but It should be handled properly.

    2. Meh. I can take it or leave it. Doesn't really seem necessary with cantrips and potential Tradition specific spells be encounter based.

    3. Again Arcane Dabbler or High Elf. Though they could give another cantrip every 4 to 5 levels or so.

    4. Nice but its kind of meh.

    5. Not Shield, but make Counterspell a class ability that is can be used similar to Parry/Protect. Which would allow Wizards to help protect their party members from magical attacks. Adds versatility to the class.

    6. All for this. Make a suggestion or fluff box that says "Armor interferes with a Wizard's ability to move and perform intricate gestures." or "Thicker forms of clothing/armor interfere with a Wizard's connection to the magical ether that permeates the world." or something. This shouldn't be a core feature of the class.
    Some suggestions have been made in this thread that I would object to if they are specifically for Wizards, but would find quite reasonable if they are for anyone who wants them regardless of class.

    For example, the option of taking Int bonus instead of Dex bonus to initiative. The bookworm who would only recognize that something is wrong gets it, but the weapon-wielder who has enough tactical training (and maybe experience) to know *what* is wrong does not? I could see arguing that this is backward, but not that it's correct. On the other hand, with some experience the bookworm is also going to know what's wrong, so then it makes sense for both to get the bonus.
    "The world does not work the way you have been taught it does. We are not real as such; we exist within The Story. Unfortunately for you, you have inherited a condition from your mother known as Primary Protagonist Syndrome, which means The Story is interested in you. It will find you, and if you are not ready for the narrative strands it will throw at you..." - from Footloose
    The OP's ideas were the best so far.

    Bumping wizards to d6s is apparently already in the works.


    One meta-idea that the OP suggests is what they have already sort-of done for the sorcerer:  powers that last until you're out of spells.  Like, mage armor that only needs to be prepared, or +X HP / AC until you're out of spells.  It's a neat idea, but honestly I am not sure I like it; that puts an even greater strain on the wizard's already meager daily power selection, and it incents the wizard to prepare one "never cast" spell - like mage armor (unless -casting- mage armor actually gave you double the bonus for a while, or something).  Why not just cut out the wierd incentive and reduce his spell slots by 1 and give him the bonus?  I suppose it could be a "ultra reserve" move, but why not instead just make that part of the class and maybe give him an "exhaustion" move (or give that to all classes!) that allows them one super action but gives them a -X to HP and/or AC until they rest.  It's a neat "reserve" action that you'd really only use when you're nearly sure you'll be resting soon, but adds some level of tension for if you did not.  Of course, that means more abuse of the "single encounter," and it is really an argument back toward "per day" - which means I'm instantly also against my own idea.  


    Bumping wizards to d6s is apparently already in the works.


    One meta-idea that the OP suggests is what they have already sort-of done for the sorcerer:  powers that last until you're out of spells.  Like, mage armor that only needs to be prepared, or +X HP / AC until you're out of spells.  It's a neat idea, but honestly I am not sure I like it; that puts an even greater strain on the wizard's already meager daily power selection, and it incents the wizard to prepare one "never cast" spell - like mage armor (unless -casting- mage armor actually gave you double the bonus for a while, or something).  Why not just cut out the wierd incentive and reduce his spell slots by 1 and give him the bonus?  I suppose it could be a "ultra reserve" move, but why not instead just make that part of the class and maybe give him an "exhaustion" move (or give that to all classes!) that allows them one super action but gives them a -X to HP and/or AC until they rest.  It's a neat "reserve" action that you'd really only use when you're nearly sure you'll be resting soon, but adds some level of tension for if you did not.  Of course, that means more abuse of the "single encounter," and it is really an argument back toward "per day" - which means I'm instantly also against my own idea.  




    Hehehe, you're right, the wizard could end up never, ever using that spell slot.

    I've read they're trying to implement different spellcasting styles *within* the same class: www.wizards.com/dnd/Article.aspx?x=dnd/4... to allow more versatility (and try to please everyone)

    What I foresee, is that they're trying to make the wizard retro-compatible as well.
    They talked (in another article) about "rechargeable slots" which sounds to me very 4.0 edition.
    "In the end, we've already got At Will and Daily powers, so why don't just add encounter powers?"

    Now we've got Cantrips (at will powers), an almost unlimited amount of them.
    Daily Spells, check.
    But most of the time other classes have at will or limited situation mechanics, so we also have to give the wizzy something... durable or that is rechargeable. And so, it's a bit like smiling back to 4.0 system.

    * Maybe something like... "Rechargeable spell slot (and slot binding)": using 2 daily slots to have a rechargeable encounter power (every 5 minutes)? (must be a spell that can't be cast as a ritual or has maximum 1 minute duration)

    * Or, like has already been proposed in this thread, having a "Permanent slot" that can be cast as ritual (1 hour), and can host only spells that have 1hour duration and can be cast as rituals (maybe spending 5 times the cost of the normal ritual).
    So we could have 1st level wizards that could have permanent Armor spell by just paying 50mo (equivalent to some physical armors; I assume Armor's ritual to cost 10mo)
    Drawback: it can be dispelled (so you have to pay and recast again).

    *** What am I trying to achieve?

    An alternate casting system that stands out over the Arcane Dabbler Specialty and merges with it, giving back some versatility/chance of survival without compromising power. Giving up 2 slots should be enough to prevent having tons of infinite encounter spells. Also, multiclass characters wouldn't be overpowered and the mechanic is pretty simple. And Optional.

     This way, by paying 50mo and binding 2 spell slots to get a rechargeable slot, you could have a 1st level wizard with permanent Mage Armor and Shield as an Encounter power, relying with cantrips. If you give up with the Armor, you have a daily spell as usual (you may cast Armor as a ritual anyway).

    *** What about hit points?

    With this system, just have a False Life, Minor Cantrip. Even Vampiric Touch (temporary hit points seem to be gone in 5.0) now *heals* the mage so...

    False Life, Minor (Cantrip, Necromancy)
    "You tap into your very inner vital energy to stand in battle."
    Cast Time: action (or reaction when damaged?)
    Target: self
    Description: Heals you 2hp by consuming one of your daily healing hit dice.

    Seems perfect to me. Simple, useful for everyone (even for multiclass and people taking the Arcane Dabbler specialty), not overpowered, optional, limited, works with the system.
    At level 1 you only have 1 hit die, so you have only 1 daily cast. It is a "last resort" spell, you have to be wounded to be useful, you're giving up to your chance to heal 1d4+CON mod. after a short rest. Takes an action (or reaction?), so you must be hit to cast it, or you're giving up the chance to the use the Total Defence option, or to drink a potion.
    And it is *far* from making the wizard a healer or self-healing class.

    What do you think?

    Mindstorming and ideas on how to tweak the Wizard class (hp, AC, class features):
    [And so, you chose to be a wizard...]

    [snark] When the design teams was making the wizard every single on of their goals was about limiting and reducing the wizards power it just makes sense that they would succed.  [/snark]

    As for increasing the wizards survivability.  When I played a wizard in pathfinder my A.C. sucked and there is a reason for that wizards should not be blowing attacks blow for blow.  Just give the wizards spells some have already been mentioned.

    Blur
    Mirror image
    levitate (the cheap version of)
    fly   

    It general wizards should not be tough they should have smart ways to avoid combat.  The higher lv you go the less a wizards should use AC.  They are crafty little basterds.   Maneuverability and deceit is how a wizard keeps breathing.

    I think this might have been way wizards got such a reputation for being overpowered if played right they never got hit which means it seems like a smug wizard victory even if he was thinking desperately how to avoid combat.   Well as if he was played wrong well you never hear about that wizard again. 
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