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Switch to Forum Live View Wizards get the shaft - again?
1 year ago  ::  May 24, 2012 - 1:20PM #1
Haron
Date Joined: Dec 10, 2007
Posts: 100
Sooo...

We welcome the d6. However...

*divine casters are armored
*divine casters use d8
*divine casters get better weapons
*divine spells do more damage (WHY?)
*divine spells can buff allies
*channel divinity

Wizard has 3 good spells in the full of his spelllist - Mage Hand, Charm and Ray of Frost. Everything else is boring or stricktly inferior to divine spell in usefulness.

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1 year ago  ::  May 24, 2012 - 1:21PM #2
Litigation
Date Joined: Jun 10, 2008
Posts: 3,135
You're not the Fighter. That alone should dry up any tears.
D&DN Paladin: Half-Fighter, half-Cleric, all useless.
D&DN Ranger: Third-Fighter, third-Rogue, third-Druid, all useless. With one interesting concept that has its execution botched.

My 4e Character Op work:

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1 year ago  ::  May 24, 2012 - 1:24PM #3
Haron
Date Joined: Dec 10, 2007
Posts: 100
Fighter is not all that bad. Boring - sure - but he does reliable and respectable damage, and is pretty sturdy.
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1 year ago  ::  May 24, 2012 - 1:29PM #4
Rake
Date Joined: Aug 27, 2005
Posts: 2,110
Got the shaft again? When has the wizard ever "gotten the shaft"?
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1 year ago  ::  May 24, 2012 - 1:31PM #5
Tevish_Szat
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Date Joined: Jun 25, 2001
Posts: 9,294
Wizards have always played second fiddle to clerics in the old edition power races.  They were terrifyingly, insanely good with the right build, but CoDzilla (Cleric or Druid + Godzilla) was better.
"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
THE COALITION WAR GAME
-Phyrexian Praetor
Round 1: (4-1-2, 1 kill)
Round 2: (16-8-2, 4 kills)
Round 3: (18-9-2, 1 kill)
Round 4: (22-10-0, 2 kills)
Round 5: (56-16-3, 9 kills)
Round 6: (8-7-1) [current round]

Last Edited by Ralph on blank, 1920
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1 year ago  ::  May 24, 2012 - 1:31PM #6
Mand12
Date Joined: Jun 17, 2010
Posts: 17,072

May 24, 2012 -- 1:29PM, Rake wrote:

Got the shaft again? When has the wizard ever "gotten the shaft"?



This is my question...

D&D Next = D&D:  Quantum Edition
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1 year ago  ::  May 24, 2012 - 1:32PM #7
NumberOneTheLarch
Date Joined: May 24, 2012
Posts: 78
You don't have to use a shaft. Try using daggers.
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1 year ago  ::  May 24, 2012 - 1:33PM #8
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
So what specifically happened in your game to make wizards seem bad? 

How many encounters did you run them through?
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1 year ago  ::  May 24, 2012 - 1:34PM #9
ShinQuickMan
Date Joined: Mar 19, 2004
Posts: 1,799
Wizards always get the shaft, which they're apparently supposed to hit people with.

EDIT: Ninja'd. I should seriously stop getting distracted when typing.

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1 year ago  ::  May 24, 2012 - 1:37PM #10
Grand_Theft_Otto
Date Joined: Jun 1, 2005
Posts: 1,029

May 24, 2012 -- 1:20PM, Haron wrote:

Sooo...

We welcome the d6. However...

*divine casters are armored
*divine casters use d8
*divine casters get better weapons
*divine spells do more damage (WHY?)
*divine spells can buff allies
*channel divinity

Wizard has 3 good spells in the full of his spelllist - Mage Hand, Charm and Ray of Frost. Everything else is boring or stricktly inferior to divine spell in usefulness.





Sounds like a good start. Its easier to buff up than tear down.

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