Playing support as a Wizard is actually a good idea, because it means that you can contribute your full power without overshadowing your teammates.
Also note that while Pathfinder nerfed some of the most powerful 3.5 stuff, it doesn't actually do anything to address the Tier issue. High level Wizards still teleport around and make reality their bitch while high level Fighters still just get to hit things harder. But at least they get actual class features now.
Life is simple: it has no nontrivial normal subgroups.
Well the thing is that optimization is a spectrum. There is a middle ground between Pun Pun and a 3 int Vow of Poverty Artificer you know.
In fact, you pretty much need some understanding of optimization no matter how much you focus on storytelling over gaming. A Fighter who takes Power Attack instead of Skill Focus (Speak Language) is optimizing, it's just a question of degree. And you need understanding of the game mechanics or you'll be disapointed. You can optimize to fit a concept, rather than straight power, but you need to understand how things work first. Someone who wants to play an unarmed martial arts master is going to be sorely disapointed if they take the Monk class. Telling them to take Unarmed Swordsage instead makes everyone happier.
Life is simple: it has no nontrivial normal subgroups.
That's all well and good, Story, but from the way your last couple of posts have been going, it's like you're saying that picking any non-spellcaster class is already a gimped build.
I'm only a man in a silly red sheet
Digging for kryptonite on this one-way street
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How would a Vow of Poverty artificer even work? Does he just create a bunch of worthless inventions out of the ether or something?
edited 19th Mar '13 6:47:43 PM by IrishZombie
Oh, no! They've all transformed into giant, Swedish, lederhosen-clad yodelers! Run!
That's all well and good, Story, but from the way your last couple of posts have been going, it's like you're saying that picking any non-spellcaster class is already a gimped build.
Well it's important to understand the balance of the game. Trying to ignore the tiers won't make them go away, and it will just lead to tears later.
Now I have a personal preference for Wizards, but that doesn't mean that you have to play that way. In fact, the consensus on
Gi TP is that Tier 3 is the sweetspot between game breaking and useless. But it doesn't really matter what tier you use, so long as everyone is at roughly the same power level. The real problems come when you have a Wizard and a Fighter (or worse, a Monk) in the same party. But if everyone plays Wizards or everyone plays Fighters, there isn't a problem. (Well you'll have to adjust the encounters obviously, but you need to do that anyway).
Life is simple: it has no nontrivial normal subgroups.
In my first playgroup, I played a wizard in a party with a fighter, barbarian, ranger and cleric, and I didn't really outshine anyone. Then again, that was when I thought evocation was something worth specializing in.
Oh, no! They've all transformed into giant, Swedish, lederhosen-clad yodelers! Run!
That. Right there. That is what I'm talking about.
That doesn't mean everyone has to play a Wizard. You can create a balanced party at any tier.
Life is simple: it has no nontrivial normal subgroups.
I made a quick check to the trope page of that, and the fact the intro's just two lines tells me everything I need to know.
Oh, the thread? Don't worry, it's just dead
.
A wizard still has a lot of weak points that a fighter wouldn't share. When all your build is dumped into spells and int, he can be easily disrupted when compared to a fighter. A wizard needs 8 hours of good bed rest, time to prepare AND cast his spells. He's usueless at close range, and disrupting his concentration, which can be done with something as simple as a thrown rock, increase the chance for his spell to fail and even backfire.
Basically, a Wizard is a risk/reward class. They're Walking nukes, but they need their spells to work in order to be a real threat. A fighter is generally good to go no matter what. Hell, even if you take away their sword a high-level fighter can still punch you to death. Take a feat to improvise weapons and suddenly it's impossible to disarm them.
No they don't.
At levels 1-2, Wizards, Archivists, etc are pretty fragile. But at level 1, any class can die to a critical hit, even the high CON Barbarian. Low level combat is very swingy and luck based. And a Druid is more durable than a Fighter even at level 1. A Wizard can be more durable too if optimized for low levels.
At level 3-5, things are fairly equal. By 6, the spellcasters are starting to pull ahead unless the meleers are optimized. By 11, they are far ahead and the mundanes will never catch up, no matter how optimized. And at level 17, spellcasters become God, almost literally.
Life is simple: it has no nontrivial normal subgroups.
I've stopped watching dribble like that a long time ago. It's all fake drama the shallow eat up like candy. On average, three quarters of the cast on every show I watch are in need of ten pounds of humble pie.
"Welcome. You have entered the cranial vistas of psychogenesis. This is the place of no-time and no-space. Do not be afraid."
I'm of the opinion that most "reality" shows are heavily scripted.
"First you get incinerated, then you go to space and watch
YouTube clips of yourself. Then you become a princess."
~ edvedd
They would, if not for the defensive spells they already cast. Of course, I still say that this whole thing is like saying Batman can beat anyone with prep time. Just don't give them prep time.