Wizard vs. Sorcerer


Advice

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Shadow Lodge

People do leave out the advantages in mono spell casting.

A Wizard has more spells, but can prep fewer spells.
A Sorceror can cast 6 straight teleports if he so chooses or 6 straight Dispel Magics or 7 straight Invis spells to stealth the party to bypass the army of giants. You need that protection from Fire for taking out the red dragon sure np. Need endure elements for an entire party so you don't freeze to death yeap. Add in items like rings of wizardry, Staves to add additional spells you don't have, hell UMD is a huge advantage for Sorcs over certain wizards.

I am of the opinion that Sorcs do need more spells known then they currently have to even things out more.

Currently how ever the Sorceror bloodlines are much better then the crap that was 3.5 Sorceror....


Treantmonk wrote:
There is no official victor to this debate, but usually the weight of opinion falls in favor of the Wizard.

The biggest factor in Pathfinder is the addition of bonus spells known to the Sorcerer. This takes the largest weakness that the Sorcerer has in comparison to the Wizard, and pads it.

Does that shift the balance? In my opinion it doesn't enough to make Sorcerers the more powerful caster overall, but it does make it closer than ever before.

I tend to agree, with the caveat that all classes have a range of power from super lame played by the wrong player to super powerful played by an expert player.

An expert player playing a wizard can be pretty damned scary.

That said, most of the guys I game with don't go to the forums and learn all the ins and outs of 'being batman', the wizards they build are far from the ideal wizard and much more moderate in power. I see an amazing number of wizards who are built as straight blasters who complain that the archer is out-damaging them.

Sorcerers don't quite have the godlike powers the wizards in the hands of an expert player, but in the hands of the more typical player the gap is much closer, and in some cases maybe the sorcerer has an edge.

Treantmonk wrote:
In regards to bloodline powers vs. specialist powers - that's all small potatoes, and nothing next to the power of base spellcasting.

The more I deal with it the more I tend to agree with you.


I agree with treantmonk too (with the caveat that the Diviner school 1st level ability is extremely handy for a prime spellcaster).

I do wish they'd given the Sorcerer on-par spell progression. I don't think this detracts from the flavour differences in the two classes to any great degree. The bloodlines especially enhance the Sorcerous flavour in Pathfinder.

I also wish (more fervently) that they hadn't just given item-creation a once- or twice-over, and sorted it out it a balanced way, presenting it clearly as a viable-but-not-nuts option. As it is, the removal of XP costs isn't balanced at all by the inclusion of a creation DC which is too low to be a real drawback.

As far as Mirror Mirror's argument goes, I think it is fair to say that a Wizard's power *is* more campaign-specific than a Sorcerer's, because spells learned will vary - and also, as said, that player ability will affect a Wizard's power substantially - it's a finickety class to play well - but these are limited and abstract truisms: in play, in most campaigns, scrolls are available to learn from, and long-term players who want more than blasting do eventually root out the Wizard's goodness.

(Realistically, if there are Wizard's around who can scribe scrolls from 1st level, there are going to be scrolls around to learn from).


porpentine wrote:
I agree with treantmonk too (with the caveat that the Diviner school 1st level ability is extremely handy for a prime spellcaster).

Ugh... I'm really starting to hate the diviner specialist abilities. It's extremely useful for almost any character. An amazingly good dip for rogue :|


The Bonded Item is probably "most powerful" in the hands of Wizard, generally speaking:
Even with NO extra spells known beyond the automatic ones gained with level, spontaneously casting ANYTHING in your spellbook is a HUGE advantage for a Wizard.
For (Arcane BL) Sorceror's, they still have the same spells known and their spell slots are more numerous any ways, so it's just increasing something they're already good at. Familiars seem to synergize best with Sorcerors, for whom the UMD tactic works best given it's a Class Skill & CHA-based (and they're more likely to max it anyways, to make up for their few spells known -though Wizards will certainly get INT Headbands, so this could be a bonus Skill as well). Either option is fine for either class, though, and definitely bring different flavors.

The BL Bonus Spells really helped equalize Sorcerors alot, IMHO.
The only problem is that it rather depends on the spells themselves: Bloodlines like Arcane, Celestial, Infernal, Aberrant, and even Destined have great spells that most Casters would like to pick up anyways. Bloodlines like Elemental (4 Elemental Body Spells!), Draconic, and Abyssal seem more suited to the BL-linked PrC's like Dragon Discicple - A normal Sorceror would never have 4 different Elemental Body Spells known, they would swap some out when they gain the higher level versions, and only know 2 at most: 1 for power, 1 for low-level utility - this is wasteful EVEN FOR an "Elemental Disciple" type PrC (the Elemental Body should have been implemented thru a Class Ability, not Bonus Spell, IMHO). Likewise, spells useful for buffing yourself for melee just aren't the best thing for a full Sorceror to use, much less devote a signifigant number of their spells known towards (the best usage are the 'defensive' ones like stoneskin, etc, which can also apply to Familiar)

Overall, Sorcer/Wizard are now 'on par' power/capability-wise, and just present different play/flavor styles.
Good job, Jason! :-)

Treantmonk wrote:
The spellcasting mechanic hasn't changed. It's spontaneity vs. versatility. This is a long held debate, which is better, being able to cast a small list of spells spontaneously, or being able to cast a long list of spells, but requiring pre-preparation.

But what HAS changed is Arcane Bond.

So it's not simply fewer/higher power memorized casting vs. more/ 1-level behind spontaneous casting, but spontaneous casting vs. prepared WITH 1 spontaneous casting of ANYTHING in their spellbook, i.e. for that ONE encounter you couldn't forsee and prepare for, but the rest of your spells are chosen to be generally useful. :-)

BTW, I never said: welcome to the boards. You seem to bring a cool-headed and courteous approach with you, which is always a good thing. :-)


Sure is. Welcome likewise.


Disenchanter wrote:
szaijan wrote:
Am I the only one who thinks that balance between Wizard and Sorcerer is seriously tilted toward the Sorc? This was definitely the case in 3.5, but it seems to have actually gotten worse in Pathfinder.
No. But I now have proof that I am NOT the only one who felt the Sorcerer didn't need the power up.

Even monkeys fall out of trees !! : p


Sean FitzSimon wrote:
TriOmegaZero wrote:
KaptainKrunch wrote:
TriOmegaZero, that's a great argument... for 3.5 edition.
I'm sorry, did Pathfinder change the Sorcerer's spell progression? No? Argument stands.

Yeah, except that a Sorcerer's TRUE power is in the versatility to choose which spells she wants to use for any given slot, on the fly, as the situations arise. Sure, Sorcerers know fewer spells, but having played in a 2 year campaign as a Wizard, I was usually feeling the sting of bitterness when the party's sorceress always had the right spell available, as many times as she wanted it.

Wizard: "The enemy is vulnerable to fire? Sweet! I prepared fireball!"

Sorceress: "Oh, I've got scorching ray."

Wizard: "Right, well, that was my one fire spell."

Sorceress: "Then step aside."

You should have been a sorcerer ! Like a fighter in full plate that tries to move silently and complains should have been a rogue or a monk that drops going toe to toe with a troll should have been a barbarian.

Wizards need to make items, have scrolls, or at the very least think ahead big time thats their greatness .. or choosing spells that can be creatively used in any situation unlike fireball... meh !


-Archangel- wrote:
Shadow13.com wrote:

Here's how a wizard can equal a Sorcerer:

1) Choose a small number of spells.
2) Prepare these exact same spells every single day.

Done

As a matter of fact, this method would probably make a wizard much more powerful than a sorcerer.

A wizard focuses on his magic rather than on gimmicky bloodline abilities.
Wizards receive boosts and abilities that make their magic more potent than a Sorcerer's magic.

So if a Wizard chose the same exact spells that a Sorcerer chose, I'd bet that the Wizard would have the advantage.

Instead of loading a wizard up with wide variety of spells and watering him down, specialize in a certain type of magic and become very effective in your niche.

You don't need to have the right spell for EVERY possible situation.
You need to have the right spell for MOST situations.

For example: if you focused on evocation spells only, you could be a damage dealing monster. You might not have any invisibility or bull's strength spells, but that's why they make magic items and potions.

There is one flaw in your logic. While a wizard can prepare 2 fireball spells, 2 fly spells and 2 dispel magic spells, the sorcerer has 6 (or 7) lvl 3 spells (which are Fireball, Fly and Dispel Magic) that he can portion at his leisure.

While he wizard will have same 3 spells as the sorcerer he can only ever cast 2 fireball until the next rest while the sorcerer can cast up to 6.

You also have 50% chance of higher level spells, more metamagic and if you need 6 of one spell your probably dead before you finish.


meatrace wrote:

Okay for all you people crunching numbers to show that OMG sorcerers can blast better than a wizard. I say this: so freaking what?

If you're playing a wizard and all you're doing is casting fireball you should crumple up your character sheet right now.

A wizard should be doing things that the other classes can't. Rogues, fighters, rangers, barbarians, paladins all do damage. Don't do that. In the end, unless you have a perfectly clumped group of mooks to AoE and they all have bad saves you will underperform. Buff your friends, debuff your opponents, and control the battlefield. All while flying and invisible if at all possible. In combat that is.

Out of combat you're relied upon to dispel magical wards, help the party get across that chasm, sneak into the enemy camp, scry on the evil wizard, teleport to his lair, polymorph him into a toad, open the chest the rogue just can't get, help everyone breathe underwater, reshape the stone wall to get to the next room, etc etc.

IMO every class should concentrate on what it can do that other classes cannot. Fortunately for the wizard he can do SO MUCH that no one else can he should never be bored.

If you want to compare a BLASTER sorcerer to a BLASTER wizard I will concede that the sorcerer will likely win. However, it is my contention that that role is not in fact what the wizard is best suited for, so that comparison is sort of silly.

Very true. Like stating immune to crits is a great ability for a class that should not be getting hit, or that choosing specific spells is not useful for a class KNOWN for always escaping (SOOOO often in our campaign at teleport level a escape after some deaths and a well bought/thought scroll from a major city and a rematch is what lets us succeed).

The sorcerer feats are limiting and as for the abilities none really play to a casters strength appart from arcane and fey and wizard does both better.


Dennis da Ogre wrote:
KaptainKrunch wrote:

Mirror Mirror sums it up pretty well.

I think the Wizard needs a buff. A minor one, but it could probably use it to compete with Bloodline powers.

meatrace wrote:
Okay for all you people crunching numbers to show that OMG sorcerers can blast better than a wizard. I say this: so freaking what?

I find the dichotomy of replies amusing.

It indicates its a fanboy fight and the classes are balanced after all !!

I am a sorcerer fanboy and think they should get a boost... but deep down I know they don't need one.


So....start with my personal opinion: I liked both classes in 3.5, I like both classes in Pathfinder, I find both offer pluses and minuses against each other that you have to balance to your party, your DM, your campaign, and your play style to determine which is better for your concept.

So...lets say you disagree with me and think one is strictly stronger than the other. So....play that. Done!

It's pretty obvious that there's people who believe the exact opposite of you, and also people who (Like me), believe that they each have their reasons to be played. Do these reasons _exactly_ balance each other? No clue, and frankly, I don't care. Just like I don't care if the fighter vs sorcerer, or even the fighter vs barbarian exactly balances each other. As long as both have at least one reason to play one over the other, they're both obviously at least viable for some purpose.

So....play what you like :).


Quandary: Thank you for the welcome. I've lost count of how many friendly welcomes I've recieved. Without a doubt, these are the most welcoming boards I've ever participated in. Thanks!!

Now that I've thanked you for the welcome - time to destroy your post :P Just kidding, but...

Quote:

But what HAS changed is Arcane Bond.

So it's not simply fewer/higher power memorized casting vs. more/ 1-level behind spontaneous casting, but spontaneous casting vs. prepared WITH 1 spontaneous casting of ANYTHING in their spellbook, i.e. for that ONE encounter you couldn't forsee and prepare for, but the rest of your spells are chosen to be generally useful. :-)

but...that's not new. In 3.5 Arcane Bond was duplicated with one feat called Alacritous Cogitation (CM). Did exactly what Arcane Bond does.

Dennis da Ogre: Thanks for the support, but what's all this "Being Batman" stuff for wizards? Everyone knows that guide was trumped by Treantmonk's Guide to Wizards: Being a God ;)

also:

Quote:
That said, most of the guys I game with don't go to the forums and learn all the ins and outs of 'being batman', the wizards they build are far from the ideal wizard and much more moderate in power. I see an amazing number of wizards who are built as straight blasters who complain that the archer is out-damaging them.

everytime a wizard casts pure blast spells their Int score needs to drop by one. It's true, it's a little known fact, but absolutely true.

Porpentine: Thank you


szaijan wrote:
(the) balance between Wizard and Sorcerer is seriously tilted toward the Sorc ... in 3.5

Ways to tell a player who has never visited a CO board no.1, lol

Treantmonk wrote:
everytime a wizard casts pure blast spells their Int score needs to drop by one. It's true, it's a little known fact, but absolutely true.

lol, I will vouch for this :)


Treantmonk wrote:
Dennis da Ogre: Thanks for the support, but what's all this "Being Batman" stuff for wizards? Everyone knows that guide was trumped by Treantmonk's Guide to Wizards: Being a God ;)

Actually I like your guide more than the other. I just prefer the Batman reference better than the God reference. Batman is the guy who has a tool for every job which is what I see as the strength of the wizard.


Treantmonk wrote:
everytime a wizard casts pure blast spells their Int score needs to drop by one. It's true, it's a little known fact, but absolutely true.

I'm just calling it how I've seen it. For every person I see playing 'god' and going the battlefield control or using other effective tactics I see 1-2 (more?) that are playing blasters.


Dennis da Ogre wrote:
Treantmonk wrote:
everytime a wizard casts pure blast spells their Int score needs to drop by one. It's true, it's a little known fact, but absolutely true.
I'm just calling it how I've seen it. For every person I see playing 'god' and going the battlefield control or using other effective tactics I see 1-2 (more?) that are playing blasters.

A caveat: I'm a math geek who follows optimization threads. I tend to play either extremely effective characters, or extremely cool characters that I have to use my head a lot to make effective in combat.

Now for the shocking conclusion: If someone enjoys playing a blaster wizard, good for them! Games are for fun, and what is fun to one person is often not for others. My only real "balance" concerns come up when one character is overshadowing the others in the party too often....and that's something that the DM and player should really sit down, unless the rules are so flat out biased that 95% of people agree its so (Which is obviously not the case here).

On a side note, I was guilty in 3.5 of massive overbalance in one party/game....something about a flying, invisible, darkvision+see invisible halfling with a ranged touch attack that did more damage than anyone else in the group at range 250 at will and that hit on rolls of 2 or 3.....silly warlocks.... And we solved that, not by forcing a nerf of the rules, but by the player and DM working together to ensure fun for the rest of the players.


Farabor wrote:


Now for the shocking conclusion: If someone enjoys playing a blaster wizard, good for them! Games are for fun, and what is fun to one person is often not for others.

For the record, I absolutely agree. If playing a pure blasting wizard is fun for the player, then by all means have fun, and it's not as if a pure blast wizard doesn't contribute either.

However, I think Dennis da Ogre summed it up nicely, I've seen this many times before as well. The player makes a wizard, and a pure blaster, then ends up dissapointed because he finds that the wizard isn't nearly as effective as he hoped, and the Ranger beside him is proving far more effective with his arrows.

It just happens to be that the strength of the wizard isn't doing damage (that's the strength of the rogue or the fighter), and way too many players don't know that, and inevitably feel dissapointed to find out during gameplay. Much better if they can find out how to make their wizard an effective contributer to the party through discussion boards like these.


Treantmonk wrote:


It just happens to be that the strength of the wizard isn't doing damage (that's the strength of the rogue or the fighter), and way too many players don't know that, and inevitably feel dissapointed to find out during gameplay. Much better if they can find out how to make their wizard an effective contributer to the party through discussion boards like these.

Personally, I've always thought wizards excel at doing damage over fighters and rogues....as long as you're talking about large numbers of individually weaker opponents :). A few nice big AoE spells clears them out like no rogue ever could, and even a fighter is probably only able to take out 5-8 per round. All about situations. Which is another of my general points...different classes and builds are differently good/bad at different situations.


slightly off topic post

pretty much any class can kick ass or suck it if built correctly/improperly. it's all up to the GM to dish out encounters that challenge the party.


First level side-by-side comparison of Aberrant Sorcerer and Conjurer Wizard:

Let's assume Eschew Materials = Scribe Scroll (I think Scribe Scroll is better, but let's give this one to the Sorcerer.)

Let's assume Acid Ray = Acid Dart (Dart actually ignores spell resistance, but let's give this one to the Sorcerer, too.)

Let's say the cantrips balance out (I'll ignore Summoner's Charm to make up for the fact that Sorcerers get one more Cantrip.)

Since we gave one more to the Sorcerer, let's balance that out with the fact that Sorcerers get Simple Weapon Proficiency.

That leaves Arcane Bond (I'm going to take Bonded Item for this example) and spells. I'm also going to assume 1 bonus 1st level for INT/CHA of 18.

Sorcerer gets 2/4 spells (know two, cast 4/day).
Wizard gets 4/4 spells (1 for 1st level, 1 for INT, 1 specialty, 1 arcane bond).

Note that one of the Wizard spells can be chosen from 7 known spells, but one is limited to conjuration. Conjurer takes Mage Armor for defense, whatever 2 spells the Sorcerer takes, and can cast any one of 7 spells in addition. The Sorcerer can have a huge impact by spamming a Charm Person in the right circumstances (4 times), while the Wizard could only manage 2.


Quote:
Let's assume Acid Ray = Acid Dart (Dart actually ignores spell resistance, but let's give this one to the Sorcerer, too.)

I really wish Jason had just made Evocation bypass SR. It would instantly solve the (mostly non-Core) Conjuration out-Energy Damaging Evocation issue, and give Evocation an 'oomph' compared to the more Controlling magic schools.


Quandary wrote:
Quote:
Let's assume Acid Ray = Acid Dart (Dart actually ignores spell resistance, but let's give this one to the Sorcerer, too.)
I really wish Jason had just made Evocation bypass SR. It would instantly solve the (mostly non-Core) Conjuration out-Energy Damaging Evocation issue, and give Evocation an 'oomph' compared to the more Controlling magic schools.

I think evocation is actually a very good school. I just don't think it's fireball and cone of cold that make it good. Instead I think of spells like the various Darkness controls, Tiny Hut, all the (formerly) Bigby's spells, walls of force, contingency, etc.

Even then, without Orbs, I don't think Conjuration out energy damaging evocation.

I wish instead that the Evocation powers had enhanced the spells from the school that make it good. Some ideas:

1) Light spells are treated as a level higher for defeating darkness spells and vice versa

2) The evoker can see in darkness he creates

3) Force effects have extra hardness

4) Ice effects have extra hardness and/or HP

For example...


Treantmonk wrote:
...without Orbs...

I agree, the entire WotC library isn't Paizo's problem, so this isn't really a PRPG issue as long as they DON'T go down that road in further material (I guess it's an irrational hatred of mine that periodically manifests itself, cued by Conjuration being brought up)

I wish instead that the Evocation powers had enhanced the spells from the school that make it good. Some ideas:
1) Light spells are treated as a level higher for defeating darkness spells and vice versa
Great!

2) The evoker can see in darkness he creates ...or can see thru it as if it were one lever lower?

3) Force effects have extra hardness, 4) Ice effects have extra hardness and/or HP
These seem interesting, could be an 'upgraded' form of the basic "Intense Spells"

...Realistically, these types of ideas seem IDEAL for "School-Only Feats"
(which suggests BL Feats, Domain Feats, Ranger-Style Feats) only available to specialists.

Liberty's Edge

Dennis da Ogre wrote:
Treantmonk wrote:
everytime a wizard casts pure blast spells their Int score needs to drop by one. It's true, it's a little known fact, but absolutely true.
I'm just calling it how I've seen it. For every person I see playing 'god' and going the battlefield control or using other effective tactics I see 4-5 (more?) that are playing blasters.

Stuff in the bold I fixed for you ;).

Personally I believe majority of the time it's bad roleplaying to be a blaster, as wizard with high Int should figure out that it's more effective to use battlefield control.

Right now I like a Diviner, the ability to never be effectively surprise. Acting in a surprise round is HUGE, if you win initiative you can lay down battlefield control and end the encounter before it even begins. The icing on the cake is that even get a bonus to initiative.

The other first level bonus is mediocre but it can give you something else to do if you run out of spells, tbh it's better to use aid other until level 4 (bonus wise not safety wise).

The level 8 bonus is ok depending on the GM sure you can cast scrying to learn about the enemy, however since it's just 1min per level you might just catch the target just taking a leak, eating, or don't gain enough info about where to teleport to (houserule).

Some may say divination spells are useless but here are some good core pf divine spells that could be useful in any campaign.

Lvl 1

Comprehend language: You now understand what people are talking about or wrote

Detect Secret Doors

Lvl 2

See invisibility (to see invisible people)

Detect thoughts (for interrogating or know true motive of someone during a meeting).

Lvl 3

Clairaudience/Clairvoyance Now you know what's behind that door and what sort of ambush waiting for you on the otherside of the door.

Tongues: Same but this time you can cast it on the diplomancer for s/he to communicate.

Lvl 4

Scrying: Learn some info about your enemy and see what he has prepared. Or simply do a scry and die tactic (mainly involving teleporting in and attacking him when least expected).

Detect Scrying is sort of useful for those who believe the BBEG is always spying on him or her. (Up until level 8)

Level 5

Contact other plane: Oh yes and int base save for a wizard to play 20 questions to learn what spells you should prepare, BBEG's plan etc.

Prying eyes: Congrats you have 1d4+9 (or more) scouts to search dungeon for you to learn not only the layout but also enemy location and/or type. The down side is that it can give forewarning, but who cares the alarm in the dungeon is likely set off anyway.

Telepathic bond: It's ok that you can communicate with people w/o saying a word. It's best use to discuss conversation in private.

Quicken True Strike: If you got hit the target with a ray spell (like avoiding mischance)

Level 6
True seeing can be useful tbh short duration and gp cost makes it meh at best.

Quicken See invisibility can be useful if followed by stuff like glitter dust and/or SoL (Save or Loose) spells.

Level 7

Scrying Greater: Same as scrying but it actually has a useful duration...

Lvel 8

Meh stuff at this level even quicken stuff, might prepare lower level stuff using this level. But the best I can tell (it's 3am and I rarely play level 10+ games let alone 15+) is

Moment of Prescience: Hey you don't want those deadly fort and/or will saves to get you down. But it's still meh as it's just one time use only, and must decide to use it before you make the roll (tbh as a 8th level spell it should be after you make your roll).

Level 9
Wow just meh! Just use a lower level quicken spell, foresight is no way a worth a level 9 spell. Foresight biggest thing is you're never surprise which is an ability you effectively gain at level 1 anyway.


Suzaku wrote:
Dennis da Ogre wrote:
Treantmonk wrote:
everytime a wizard casts pure blast spells their Int score needs to drop by one. It's true, it's a little known fact, but absolutely true.
I'm just calling it how I've seen it. For every person I see playing 'god' and going the battlefield control or using other effective tactics I see 4-5 (more?) that are playing blasters.

Stuff in the bold I fixed for you ;).

Personally I believe majority of the time it's bad roleplaying to be a blaster, as wizard with high Int should figure out that it's more effective to use battlefield control.

I was going to say it was a 1:10 ratio but figured someone would cry shenanigans.

I don't think it has anything to do with bad roleplaying. It's impossible to roleplay someone who is vastly more intelligent than you are and frankly none of us are the super geniuses that wizards are supposed to be.

On the surface blasting appears to be a valid choice for wizards, it's not until you've been gaming for a while or seen the other choices that it really becomes an issue. Battlefield control is great but there are a lot of folks who can't seem to grasp tactics in gaming at all.


Dennis da Ogre wrote:
Battlefield control is great but there are a lot of folks who can't seem to grasp tactics in gaming at all.

Even then, it's not just the Wiz vs the enemy. It's the Wiz vs the DM, who is not only holding more cards than you, he is bluffing on a 10-hand draw while you are playing texas hold-em.

In other words, he knows not only what his guys can do, but what you can do, too. So, if your GM is an avid wargamer, you're probably better off being a weaker blaster and having the encounters be easier. If, OTOH, your GM never uses battle maps because he feels it distracts from the cinematics of the battle and RP of the characters, you also are incapable of battlefield control, since you are really just playing battleship with your kid brother, who kept his carrier off the map as "reinforcements".

If you have neither extreme, you are probably better off using tactics and control spells. There are, unfortunately, far too many on both extremes, so the Evoker gets better play than the Enchanter, Transmuter, or Conjurer.


@Mirror Mirror

I don't know, basic tactics are always useful. And there are a lot of GMs who use pre-made modules or organized play.

Worse case your GM makes those tactics only as useful as blasting.

As for non-battlemat gaming, there is still an element of tactics there and a good GM is going to give you enough information to make it work.

GM: "There are 4 trolls charging you"
Player: "Can I drop a wall of force between the first 2 and the last 2?"
GM: "Yes but they could move around it."
Player: "Ok then wall of stone should be wide enough right"
GM: "Sure"

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

buncha people wrote:
blasters are teh suck

Maybe battlefield control is highly effective, but sheer nukage can also be highly effective. Real tactics are relevant here: you can control the battlefield all you want, but if you can't mass overwhelming firepower on the decisive point of the battle, you will lose. TM's god wizard build mostly assumes somebody else is bringing the hurt; a blasting evoker just chooses not to delegate. Please don't patronize players of blaster wizards by saying that they "can't grasp tactics" or that they've "never seen battlefield control in play."

Battlefield control becomes more important the less restricted the terrain is naturally. If PC vs. monsters takes place in an open field, battlefield control becomes critically important. In an enclosed dungeon where PCs can make more effective use of existing chokepoints, stick the meatshield in the door and lob fireballs past him until the badguys are charcoal. Sure there are more variables (# of enemy, for instance) but even so blasters always, always have something to contribute. I much prefer save for half instead of save negates.

Besides, sometimes playing the glass cannon is fun. TM rightly points out in his wizard guide that *somebody* has to bring the hurt. Tim the Enchanter/pyromantic walking artillery piece is a fun character concept and it's fun in play as well.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Suzaku wrote:
See invisibility (to see invisible people)

orly.

Liberty's Edge

Charlie Bell wrote:
Suzaku wrote:
See invisibility (to see invisible people)
orly.

Do you know how many people I played with don't have spells or items to negate invisibility? I seen people just blindly fireball an area where the person was last at, a fighter attack the square he was attacked from.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

Suzaku wrote:
Charlie Bell wrote:
Suzaku wrote:
See invisibility (to see invisible people)
orly.
Do you know how many people I played with don't have spells or items to negate invisibility? I seen people just blindly fireball an area where the person was last at, a fighter attack the square he was attacked from.

Oh I get you there, I try to carry potions or scrolls for that kind of thing since invisibility isn't something you run into every encounter. IMO it's that kind of stuff potions and scrolls were made for: see invis, water breathing, death ward, potion of fly for noncasters, scroll of knock, etc.: all stuff that when you need it you REALLY need it, but it isn't something you're going to use every fight. I was just mocking you in a friendly way for pointing out that see invisibility lets you see invisible people. :p


Dennis da Ogre wrote:

Battlefield control is great but there are a lot of folks who can't seem to grasp tactics in gaming at all.

So true, and some people just find it fun to roll a large amount of dice.


wraithstrike wrote:
Dennis da Ogre wrote:

Battlefield control is great but there are a lot of folks who can't seem to grasp tactics in gaming at all.

So true, and some people just find it fun to roll a large amount of dice.

That's what rogues and damage-size-optimized monk's are for ;)


wraithstrike wrote:


So true, and some people just find it fun to roll a large amount of dice.

*breaks out my briefcase filled with d6s, back from playing high powered Champions games....*


wraithstrike wrote:
Dennis da Ogre wrote:
Battlefield control is great but there are a lot of folks who can't seem to grasp tactics in gaming at all.
So true, and some people just find it fun to roll a large amount of dice.

I said something which I really didn't intend to say. I don't hate blasters and think they can be a hoot. However they are not the strongest way to play a wizard/ sorcerer though. Ultimately it's less about rolling the dice and more about the imagery of blowing stuff up. So it's a role play call which is fine with me.

As a side note, archers and fighters get to roll more dice per game session than blasters do and generally out-damage them. In particular archers get to roll tons of dice with Rapid Shot and Many Shot. So if dice rolling is the goal... maybe steer them to archer ;)

RPG Superstar 2010 Top 32

Dennis da Ogre wrote:


I said something which I really didn't intend to say. I don't hate blasters and think they can be a hoot. However they are not the strongest way to play a wizard/ sorcerer though. Ultimately it's less about rolling the dice and more about the imagery of blowing stuff up. So it's a role play call which is fine with me.

As a side note, archers and fighters get to roll more dice per game session than blasters do and generally out-damage them. In particular archers get to roll tons of dice with Rapid Shot and Many Shot. So if dice rolling is the goal... maybe steer them to archer ;)

I thoroughly enjoy blowing things up. :)


Dennis da Ogre wrote:

I said something which I really didn't intend to say. I don't hate blasters and think they can be a hoot. However they are not the strongest way to play a wizard/ sorcerer though. Ultimately it's less about rolling the dice and more about the imagery of blowing stuff up. So it's a role play call which is fine with me.

And nothing quite beats casting the empowered, widened, DC boosted Fireball while reciting the "Dragon Slave" spell at a bunch of trolls who thought they were clever trying to ambush you in the thickets. Total pwnage


Mirror, Mirror wrote:
Dennis da Ogre wrote:

I said something which I really didn't intend to say. I don't hate blasters and think they can be a hoot. However they are not the strongest way to play a wizard/ sorcerer though. Ultimately it's less about rolling the dice and more about the imagery of blowing stuff up. So it's a role play call which is fine with me.

And nothing quite beats casting the empowered, widened, DC boosted Fireball while reciting the "Dragon Slave" spell at a bunch of trolls who thought they were clever trying to ambush you in the thickets. Total pwnage

Only if you have a big, dumb, blonde fighter with a super magic sword to protect you ;)

RPG Superstar 2010 Top 16

Dennis da Ogre wrote:
It's impossible to roleplay someone who is vastly more intelligent than you are and frankly none of us are the super geniuses that wizards are supposed to be.

Speak for yourself. ;)

But seriously: you might be surprised. If you go by the "chance to roll it on 3d6 vs. frequency in the general population" conversion of Intelligence to IQ, and assume that 1 in 6 humans places the +2 bump in Intelligence, 18 and 20 Int are roughly equivalent to 140 and 150 IQ. It's a fairly high bar, but certainly not unreachable, and I guarantee the denizens of this particular forum are above average to begin with. (Don't let it go to your head, folks.)


tejón wrote:
Dennis da Ogre wrote:
It's impossible to roleplay someone who is vastly more intelligent than you are and frankly none of us are the super geniuses that wizards are supposed to be.

Speak for yourself. ;)

But seriously: you might be surprised. If you go by the "chance to roll it on 3d6 vs. frequency in the general population" conversion of Intelligence to IQ, and assume that 1 in 6 humans places the +2 bump in Intelligence, 18 and 20 Int are roughly equivalent to 140 and 150 IQ. It's a fairly high bar, but certainly not unreachable, and I guarantee the denizens of this particular forum are above average to begin with. (Don't let it go to your head, folks.)

I'm thinking less of this forum and more of general population. From what I've seen the folks on the forums are much more likely to be clued in on the relative effectiveness of the various options than the average player.


Dennis da Ogre wrote:
wraithstrike wrote:
Dennis da Ogre wrote:
Battlefield control is great but there are a lot of folks who can't seem to grasp tactics in gaming at all.
So true, and some people just find it fun to roll a large amount of dice.

I said something which I really didn't intend to say. I don't hate blasters and think they can be a hoot. However they are not the strongest way to play a wizard/ sorcerer though. Ultimately it's less about rolling the dice and more about the imagery of blowing stuff up. So it's a role play call which is fine with me.

As a side note, archers and fighters get to roll more dice per game session than blasters do and generally out-damage them. In particular archers get to roll tons of dice with Rapid Shot and Many Shot. So if dice rolling is the goal... maybe steer them to archer ;)

I was not debating you. I was just commenting that some players dont strategize, and some people just like to roll dice. It was no more than a simple statement.


tejón wrote:
(Don't let it go to your head, folks.)

To late you have proclaimed me a genius. I shall now be referred to as The Genius.


It may be stereotypical, but most roleplayers are geeks, and in general, I think most geeks are smarter than the average person.

Therefore, we are likely all brilliant, hooray for us! If only we direct our energy from discussing role-playing to saving the Earth. Oh well.

Back on subject, I don't think there's anything wrong with doing some blasting, as long as you recognize the limitations. Personally, I like blasting when it's multi-threat.

I'll miss the "explosive spell" metamagic feat in Pathfinder. Throwing a fireball that blows everyone all over the map and knocks them prone is fun, creates a great mental visual, and actually pretty effective when used correctly.


Dennis da Ogre wrote:

It's impossible to roleplay someone who is vastly more intelligent than you are and frankly none of us are the super geniuses that wizards are supposed to be.

So..am I the only one who now wants to play a wizard who uses ACME products for all his foci?

....

Spoiler:
Wiley E. Coyote, Super Genius!

RPG Superstar 2010 Top 16

Treantmonk wrote:
If only we direct our energy from discussing role-playing to saving the Earth.

Here I am, brain the size of a planet...


tejón wrote:
Treantmonk wrote:
If only we direct our energy from discussing role-playing to saving the Earth.
Here I am, brain the size of a planet...

LOL. I just finished rereading Hitchikers. My boss and I were discussing books and I asked her if she had ever read the series.

"I read them when I was pregnant with my oldest son...Ford."

Duh! Didn't feel so smart after that one!


kyrt-ryder wrote:
Only if you have a big, dumb, blonde fighter with a super magic sword to protect you ;)

LOL

Actually, when this happened, a good number of the trolls failed their save, and so about 3/4th of them died. DM rolled a morale check, and the rest retreated while being fired upon by the ranger. About the only time I can remember that a single spell DID end the encounter, and it's never happened again.

Frankly, blasting was a lot more viable of an option in 1st and 2nd Ed. The HP inflation at higher levels really nerfed all the direct-damage spells. Therefore, many of the blasters claimed to be weak were actually excellent in earlier editions.

And now HP are inflated even more.


Pathfinder Adventure Subscriber

Which is why I use a house rule granting +1/die on all damaging spells in my game. Not a game breaker but defiantly makes blasting spells more viable.

No, I do not apply that to special abilities and channeling. Just spells that do hit point damage.

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