Community

 
Dungeons & Dra.. Player Playtest Se.. And so, you chose to be a Wizard... [Ideas on...
Jump Menu:
Post Reply
Page 1 of 5  •  1 2 3 4 5 Next
Switch to Forum Live View And so, you chose to be a Wizard... [Ideas on how to tweak the Wizard]
9 months ago  ::  Sep 12, 2012 - 5:21PM #1
Drahiricomadus
Date Joined: Mar 3, 2003
Posts: 28
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.



    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...]
    Quick Reply
    Cancel
    9 months ago  ::  Sep 12, 2012 - 5:31PM #2
    Trebuchet
    Date Joined: Apr 5, 2011
    Posts: 25
    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.
    Quick Reply
    Cancel
    9 months ago  ::  Sep 12, 2012 - 5:51PM #3
    Drahiricomadus
    Date Joined: Mar 3, 2003
    Posts: 28

    Sep 12, 2012 -- 5:31PM, Trebuchet wrote:

    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...]
    Quick Reply
    Cancel
    9 months ago  ::  Sep 12, 2012 - 6:00PM #4
    Rhenny
    Date Joined: Dec 21, 2011
    Posts: 1,557
    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.


         
    Quick Reply
    Cancel
    9 months ago  ::  Sep 12, 2012 - 6:01PM #5
    Trebuchet
    Date Joined: Apr 5, 2011
    Posts: 25
    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. 
    Quick Reply
    Cancel
    9 months ago  ::  Sep 12, 2012 - 6:21PM #6
    Drahiricomadus
    Date Joined: Mar 3, 2003
    Posts: 28

    Sep 12, 2012 -- 6:00PM, Rhenny wrote:

    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.




    Sep 12, 2012 -- 6:01PM, Trebuchet wrote:

    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...]
    Quick Reply
    Cancel
    9 months ago  ::  Sep 13, 2012 - 10:38AM #7
    Phawksin
    Date Joined: Mar 2, 2012
    Posts: 87
    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.
    Quick Reply
    Cancel
    9 months ago  ::  Sep 14, 2012 - 8:12PM #8
    chimerstry
    Date Joined: Aug 23, 2011
    Posts: 63
    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... 
    Quick Reply
    Cancel
    9 months ago  ::  Sep 14, 2012 - 9:56PM #9
    Morrowner
    Date Joined: Aug 11, 2004
    Posts: 979
    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.

     
    Quick Reply
    Cancel
    9 months ago  ::  Sep 15, 2012 - 10:03AM #10
    Koga305
    Date Joined: May 31, 2008
    Posts: 178

    Sep 14, 2012 -- 9:56PM, Morrowner wrote:

    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.

    Quick Reply
    Cancel
    Page 1 of 5  •  1 2 3 4 5 Next
    Jump Menu:
     
    Dungeons & Dra.. Player Playtest Se.. And so, you chose to be a Wizard... [Ideas on...
      Viewing this thread :: 0 registered and 1 guest
      No registered users viewing