| Post/Author/DateTime | Post |
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| #1skullthroneAug 22, 2011 1:00:53 | I've avoided playing Wizards in 4E since the game came out, and a recent session showed me why. One of the groups I'm in we have a wizard that so wants to be the 3.5 version of the class that they are really ineffective in combat, though not a bad role-player. They really want the drop a bomb ability, and then use At-Will powers for the rest of the time as well as to cast rituals in Combat. I've proposed this to the DM: To allow the Wizard to double the effect of a Daily power, by expending another daily of greater level, or the same with an encounter power...This drastically increases their effectiveness and quickens them to the At-Will only available options that they seem to crave. Also, by spending Healing Surges a certain subset of the Rituals that they know can be snap-cast, like a typical Power. This reduces them to the feeble character they crave faster, as they don't have a lot of surges, and gives them more of an incentive to "not get hit" when they can spend these on role-playing actions that further increase their combat role. These both seem to easily modify 4E rules to create a much more 3.5 character-like Wizard that this particular player wants. Just wanted to hear thoughts on this. A Classless, skill based 4E compatible gaming system, Where 4E means "For Everyone". |
| #2guest754009784Aug 22, 2011 17:48:42 | Sounds interesting, but it seems it may have an unbalancing effect on the Wizard class, though I don't think I would allow everyone the option to have double daily powers. From a role-play point of view I really like the idea, and it puts the Wizard sort of back to a 3.5 type of unique character...interesting, if anyone implements it I'd like to hear how it went. |
| #3skullthroneAug 23, 2011 17:14:11 | I agree it "seems" unbalancing, but you have to understand that the wizard in the party is definately not a Min-Maxed damage dealer. They are geared much more as a Role-Playing character, so in combat this really highlights this fact. On top of it other characters are geared completely for combat, like the slayer that deals d12+16 damage with basic melee attacks. So in this case it's more of a balancing combat effectiveness with role-playing. plus I like the idea of Double Daily powers (declared before use), and Snap Rituals have definate uses in both Role Playing an combat...like a Silence Spell when raiding a lair. A Classless, skill based 4E compatible gaming system, Where 4E means "For Everyone". |