ishy wrote:Shatner: My Explanation to my players wrote:Consider this; a wizard and a cleric both cast Dispel Magic during combat. During that one round at least, the wizard is an idiot. The cleric gets access to dispel magic at the same time the wizard does (5th level), is just as effective at dispelling things but has a d8 hit die, is layered in armor, has a favored fort save, access to EVERY SINGLE CLERIC SPELL EVER (wizards can only cast what's in their spellbook; clerics can pick any divine spells on their list every morning) and can actually hit something with their weaponry when the want to. The wizard is more likely to get hurt and killed during that round (or at least have their spell disrupted) than the cleric but is doing the exact same thing. He is suddenly the go-bots to the cleric's transformers.
You're chasing a sunk cost here though. I have no clue what a go-bot is, but if dispel magic is the best spell in that round that the wizard can cast, it is still her best option.
Think about it like this, if you removed all spells from the wizard spell list that clerics gain at the same time or earlier, would you consider the wizard to be just as strong or weaker?
If people want wizards to raise necromatic armies (and they do), they should be better at that then the clerics (which they aren't). They have to, otherwise the player would be better off writing "cleric" on their character sheet and calling themselves a necromancer. And the same applies to layering the party in protective wards, summoning monsters and peering into the aether to discern the best route to follow. I'm not trying to have wizards replace clerics, just to have specializations where they excel beyond what a cleric or a druid could do because you are giving a heck of a lot up just writing "wizard" on your character sheet instead of "cleric".
Except that is not true at all, you have to compare the whole package. The wizard can't write cleric while raising the army and then write wizard when stuff crops up where the wizard is better.
Gobots (apologies for the superfluous hyphen in my original post) were a
Transformers rip-off created by Tonka. The former is considered the lesser version of the latter. Back to the matter at hand, what you're saying, Ishy, is correct; wizards are by-and-large better than clerics and the changes I've made above are an overall boost to wizards (though boosts aimed to support under-performing but desired specializations) without also reigning in what made wizards better to begin with. As you point out, my necromancer can be a necro-lord when it suits him and then go back to casting
Fireball and
teleport when it doesn't.
As many have stated elsewhere, actually creating new flavors of wizard is a time-intensive task since the wizard class is really defined as "
has a favored will save and access to literally hundreds of pages of printed spells they can pick from a la carte"; to make a truly non-wizard necromancer, for example, you'd have to define rigid boundaries between what in the vast ocean of wizard-spells the necromancer actually has access to, possibly including none of them. Then you'd have to write enough spells and abilities to make the new necromancer worth taking. Again, that's a lot to do for an
option your players may not even explore. Now, in my gaming group, my regular players aren't power gamers, nor do they care for the fiddlier classes; they'd prefer to play a sorcerer to a wizard because daily spell preparation is, for them, normally not worth the hassle. As such, I could release changes like those above and suddenly make interesting new concepts available (the necromancer, the seer, the abjurer, etc.) and not have to put in the extra legwork needed to not make these new options a boost to the wizard class. And I could do that because I knew in advance that my players weren't going to take full advantage of the wizard class to begin with; they'd by-and-large stick to the spells that were thematically appropriate for their class or organically appropriate for their character instead of what was actually the most effective. I guess I should have stated all that as a caveat when I first posted. Regardless, I'll do it now.
My proposed changes aren't balanced and they are, as-is, a boost to the wizard class; a class which certainly doesn't need boosting. I think they contain some cool ideas which might inspire other DMs to do neat stuff, allowing desired but underperforming wizard-like concepts to be more viable/less of a trap option. These changes only worked for my campaign because I knew my players weren't going to capitalize on this boost and would instead focus on the thematic elements even if it meant their character wasn't as mighty as they could otherwise be. If this is NOT true of your gaming group, you shouldn't use these suggestions as-is; if you use them at all I recommend you do the extra work I was too lazy to do and reign in the excessive power that comes from free access to the wizard spell list.