Chloe Sullivan
Subdefective
- Location
- 1630 Revello Drive, Sunnydale CA
Knock and the like were invented for parties where no one wanted to play a rogue. And stuck around because what is D&D without legacy code?
Yeah, but... what about games where no-one wants to play a Wizard?Knock and the like were invented for parties where no one wanted to play a rogue.
4e, I guess, for better or worse.
The thief can't open a held or wizard locked door for you.Then again, I also see spells like Knock and Wizard Lock and wonder why the hell anyone would have written spells for a Wizard to do the Rogue's job for them, so maybe this is just coming down to "I think it's cooler".
Okay, so "I also see spells like Knock and Wizard Lock and wonder why the hell anyone would have written spells for a Wizard to do the Rogue's job better than they can."The thief can't open a held or wizard locked door for you.
The knock spell can.
Knock doesn't check for or disarm traps (and find traps is a cleric spell which only lasts 30 minutes/casting) present, doesn't listen at the door, and being a second-level spell it ties up a spell slot that could potentially be used for a stinking cloud, wizard lock, detect invisibility, or invisibility spell instead. Even a 29th-level magic-user (the last line of the table) only got seven second-level spell slots per day, and in 1st and 2nd edition magic-users didn't get bonus spells/day for high stats the way clerics and druids did and couldn't (RAW) substitute low-level spells in high-level slots except by the use of the Rary's Mnemonic Enhancer spell (which is a 4th-level spell allowing memorization of three additional spell levels at a materials cost of 100 gp + change).Okay, so "I also see spells like Knock and Wizard Lock and wonder why the hell anyone would have written spells for a Wizard to do the Rogue's job better than they can."
Yes, I think this might be the problem I'm running into. There's a line in the basic rules I'm reading that says:Silly @Revlid , D&D spellcasting can do anything and everything.
Heck, arcane magic can do almost anything and everything. Basically the only design-space that isn't filled by arcane magic is healing - and even there you still have a few spells who can do that, or outright replicate divine spells.
How this came to be is pretty obvious too. D&D just took a grab-bag approach to magic, and basically any feat of magic from any fantasy setting you can think of got made into an arcane spell at some point. There was no design guidelines that said "no, this doesn't fit what our magic can do". So now, over several editions and dozens of sourcebooks, there's a spell for anything you can think of.
D&D 5e Basic Rules said:The Dungeons & Dragons game consists of a group of characters embarking on an adventure that the Dungeon Master presents to them. (...) Every character is different, with various strengths and weaknesses, so the best party of adventurers is one in which the characters complement each other and cover the weaknesses of their companions.
Thud said:"…and that's why I don't like magic, captain. 'Cos it's magic. You can't ask questions, it's magic. It doesn't explain anything, it's magic. You don't know where it comes from, it's magic! That's what I don't like about magic, it does everything by magic!"
Summon Monster I does a perfectly good job of finding traps.
Yes, though 1st edition AD&D's monster summoning I is slightly awkward for this purpose in the context of a potentially-trapped door due to (a) it being a 3rd level spell so having to compete with fireball, lightning bolt, hold person, and protection from normal missiles (b) the 30% chance that your 2-8 summoned creatures will be giant rats rather than something that can operate a door handle.
I think the point of the wizard is to use the magic to fill in what is missing from you're team. You needed more fighting power, fireball, you need someone to unlock a door, knock, etc etc. It's supposed to be a grab bag that you will pick out what will help your team more and allowing for more team variationsYes, I think this might be the problem I'm running into. There's a line in the basic rules I'm reading that says:
So we check out the four basic Classes they present us with. We have the Fighter, who fights. We have the Rogue, who handles traps and obstacles. We have the Cleric, who heals and blesses. We have the Wizard, who does magic.
At this point I frown and say "well, hold on there – the first three Classes were all about verbs. They specialised in doing specific things and handling specific challenges. This Wizard fellow, on the other hand, he's got a noun – he just 'does magic'. What does that mean? What does magic do?"
"Everything", responds the game with an awkward shrug. Then it brightens up. "But not all at once!"
Wizards don't have a role, because their role is "magic" and baseline D&D totally refuses to nail down what "magic" can do. Magic can deal damage. Magic can reduce damage. Magic can reveal secrets. Magic can help you sneak. Magic can apply buffs. Magic can apply debuffs. Magic can alter terrain. Magic can control enemies. Magic can create allies. Magic can do anything, because magic is magic.
The issue, of course, is the logical conclusion that 3e reached: that spellcasters ultimately have sufficiently powerful spells to obsolete other team members entirely.I think the point of the wizard is to use the magic to fill in what is missing from you're team. You needed more fighting power, fireball, you need someone to unlock a door, knock, etc etc. It's supposed to be a grab bag that you will pick out what will help your team more and allowing for more team variations
That's actually a viable role - in theory.I think the point of the wizard is to use the magic to fill in what is missing from you're team. You needed more fighting power, fireball, you need someone to unlock a door, knock, etc etc. It's supposed to be a grab bag that you will pick out what will help your team more and allowing for more team variations
5E is already better about that in that area in that you fighting enemys is staying relevant for much longer then in prior editions.As a longtime player of martial classes, I can safely say that magic users are generally just better than the classes I prefer to play. I mean, ya I'm more tanky and I can hit the enemies more - but it doesn't matter when the wizard lightning bolts the enemy before I can even get in range. They get better and more interesting upgrades every few levels while I get another attack and an additional feat / stat increase. The feats are boring and incredibly focused on certain builds, so those are basically out. So I get to throw another two points in Str or Con, which in the long run really doesn't change much - plus one hp per level and better saves or plus one to hit and one extra damage.
I know what I'm getting into when I pick fighter, this shit has been going on for a long time.
This is in 5e of course, I haven't played the previous editions since this one came out.
I mean, sitting in the front and being a meat shield (even if I am useful) is not exactly what I would call fun. I want to be able to do something interesting while still being useful. As a supposed master of combat you'd think I could do something in combat that other classes can't. But nope, I'm mostly just better with weapons.5E is already better about that in that area in that you fighting enemys is staying relevant for much longer then in prior editions.
Okay, so "I also see spells like Knock and Wizard Lock and wonder why the hell anyone would have written spells for a Wizard to do the Rogue's job better than they can."
I mean, sitting in the front and being a meat shield (even if I am useful) is not exactly what I would call fun. I want to be able to do something interesting while still being useful. As a supposed master of combat you'd think I could do something in combat that other classes can't. But nope, I'm mostly just better with weapons.
What about Knowledge: Architecture?I feel like your plan B for locked doors if no-one picked a rogue should be 'solve a puzzle' or 'kick it in/blow it up'.
Fighter, and I tend to go with the Battlemaster archetype.Straight up, DnD's biggest flaw in my eyes is that the spell list needs to be cut way the hell down and partially transferred to other classes. I don't think that obviating fighting classes is as big an issue in 5e, but stuff like Knock, Teleport, a lot of divination, and, to a degree, Magic Weapon need to be cut out/only be given to non-wizard casting classes (Arcane Tricksters getting Knock is probably fine, fr'ex).
I feel like your plan B for locked doors if no-one picked a rogue should be 'solve a puzzle' or 'kick it in/blow it up'.
What class/build are you playing? I can help you out.
A bit of an update, our DM apparently was a new DM and got tired of the concept. So the game is over.
Mostly because of the three guys bitching about how one weak player could be beating three heavies in mostly hand to hand combat and no combat spells.
Edit: Dear God the amount of butt hurt.