| Daeinar |
First of all, this is my first post here, so ...
Let me say that I really like the approach towards the wizard class. I like how one can look forward to getting something new every other level or so. I like the fact that you get enough feats to actually make use of item creation feats. No more: „I just make rings. No staffs, sorry.“ I like the fact that there are some at will powers that make crossbows redundant. Finally. I like cantrips. Mage hand all day long. I even think the different choices are more or less balanced. Enough to make it a hard choice, which is something good I guess.
However, when confronted with actually choosing between nine possibilities, I find myself coming to the same conclusion over and over again: The specialist wizards‘ powers do not feel really „special“. I do not think they are equally strong either, but first and foremost they simply do not really set the different specialists apart from each other. At least not enough to choose over a Universalist.
Let me give an example. I think the best designed specialist is the Diviner. Why that? Because his powers, although some of them are merely spell-like abilites, are completely in line with the concept. And the scrying powers are pretty unique. So that one works quite nicely, I guess.
The Evoker on the other hand is pretty, well, boring. The little difference in damage just is not enough to make the class feel like being the „artillery“. Which is what the class, at least to me, is all about. What’s worse now is that his „specials“ are actually worse than spells cast by another Enchanter with the same Int score. Fireball as a spell-like ability. DC Charisma-based? That one is only useful on a very long adventuring day. Getting Lightning Bolt as a spell-like ability at 6th level. At that point, it’s not special at all. The character has been casting lightning bolt for his whole 5th level now. With a higher save DC. The same holds true for many of the spell-like abilities of the other specialists.
I hope you see my point. What would I hope for, from a player’s perspective:
Make it feel special. If you play a specialist, you and only you should be able to do it. If someone else can do it, you should be significantly better.
Give more choices. As it stands now, you chose being a specialist once and there you go. I think it would really help sticking with the class if you had a coice (between two spell-like abilites for example) every now and then. The „Familiar vs. Bonded Object“ choice is a very good example for a hard choice.
Make advancement more even. The specials are now at levels 1, 8, 20. I think maybe 5 specials spread over 20 levels plus 2 or 3 SLAs might work fine.
| Gnome Ninja |
I'll agree that while some of the specialist wizards get fun powers now, others, well, SUCK. I mean, what Gish doesn't like the new base Transmuter ability? I mean, the spell-likes they get for free for some of the specialties are fun, but overall, they really are not that great. I agree, some redoing needs to be done. Here what I think should happen:
Harder to Resist: I like that fact that Cha is a little more important, but it does make the abilities that are suppos to be at the core of Wizards' (and Clerics') powers (namely specialties and domains) actually less powerful than other abilities. I like the idea that personal power affects these abilities, but what my playgroup and I (as the party Wiz) have been toying around with is a DC = 10 + [primary casting ability] + Cha. This increases the power of these small abilities, which makes it more reasonable to have as basic powers for these classes
More Choices: I wholeheartedly think this needs to be true. I don't think that they should be able to choose any spell for their spell-likes, but if a 6th level Evoker could be like, "Do I want Lightning Bolt or Fireball? What a pickle!" or a 4th level Transmuter, "Bull's Strength or Spider Climb?" etc. I think that most of the 1st and 2nd level abilities are fine without choice, as they can be used more often, but we'll discuss them below.
Better 2nd level Spell-Likes!: Now, what Abjurer wouldn't want the ability to cast Shield a crapload of times per day? And sure, Transmuters love Enlarge Person. However, there are some issues with these. For example, MM 5/day at 10th level is great, but at 2th level, it has maxed out damage potential 10 levels ago. My suggestion, then, is that you take off a Caster Level cap on the 2nd-level Spell Likes Specialists get, if the spells they get have them. Also, a Conjurer at ANY level above 3rd will not care about Summon Monster I; that's just silly.
Overall, I love the new Wizard, but the Specialist needs a bit of work!
Selk
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I expect specialists will feel more special as the Paizo peeps add context. What we've seen is just a general statistical treatment. When you apply a cultural treatment, with different organizations (necromancer cults, enchanter noble houses, evoker military orders, etc.) you'll get extra feats and frills that will make it readily apparent what sort of wizard you're dealing with - in and out of combat.
Until then, it behooves the player to have a strong character concept, not just a strong spell list.