Jeremy Mac Donald wrote:
In fact I kind of think the whole debate comes down to - I hate wizards and here is my justification for why. Which is not quite the same thing as saying their really bad. Of course I love Sorcerers and Wizards and therefore don't think the class is unbalanced.
Wellllll... I do not hate the class, I really do not. I want to see the class played in my games and I want to see it handled as close to RAW as possible. What prompted me to write this was this odd feeling of (I am searching for the right word here)... weakness ... in the class as it is designed when I last played it and the sudden realization that no one in my group of six chose a wizard to play in the last four of our campaigns. Those two events sent me searching for answers, and I had to dig back to 2005 and a discussion on the Warlock to get to the heart of the matter.
In my playing experience, I found that all my extra gold went to buying and scribing spells (to take advantage of my vaunted diversity) instead of to stat boosters, wands and nifty wonderous items. However, when I actually tried to put my diverse spellbook into action, I found that I did not have enough spell slots to make this work. I would leave spell slots open at each level, which helped some, but since I had so few spells at each level, this meant I had fewer combat spells (of any power level) available when we were attacked. I guess one analogy that hasn't been made that may describe this situation is that if, at every other level, the fighter faced higher and more specialized DR monsters. To combat these, he would have to buy new types of magic slashing and bludgeoing weapons and new magic armor to be effective. That is how it felt to me as I played the Wizard. I needed to buy and scribe as many spells at my new level as possible to have the right spell on hand for a situation.
A second issue, that of hitpoints, was really troublesome to me. My stats were not great and I had an average CON. I looked over my old sheet just now and saw that at 6th level I had 19hp (better than average, btw), which meant that a single fireball or lightning bolt cast by a caster of my level would drop me to negatives on an average roll (6*3.5 = 21hp) if I failed my save and a second would will drop (or kill) me regardless of my saves. Since we faced BBEG's of level +1 or +2, death was a constant fear and since it could come in so many ways and I had so few spells available to protect myself, I was left feeling very vulnerable. Maybe that is how a 6th level wizard is *supposed* to feel, I do not know, but it was not a comfortable feeling.
Regarding solutions proposed thus far (and their relative deviation from core RAW), we have:
Simple: use Craft Points to augment XP expenditures, provide downtime between adventures for the wizard to research and craft items, follow the wealth-by-level guidelines to make sure the wizard has access to enough gold to accomplish at least some of his desires, provide spellbooks as part of treasure occasionally.
Moderate: Introduce splatbook classes and Unearthed Arcana options for the class to provide flexibility and address player's perceived weaknesses with the class. Increase spell lists to include new spells from these sources.
Complex: move to a spell-point system or otherwise redevelop the mechanics associated with arcane spellcasting, provide free feats or other customization to fill in gaps in the class.
Is this a fair summary? Did I miss anything?