I don’t know how to run wizards. I mean, I can play a wizard, but running them for a fight? Whole different question.
Other Articles in this Series
- Daily D&D Ramble: Fixed up some characters (October 16, 2016)
- Daily D&D Ramble: Escalating Wild Encounters? (October 16, 2016)
- Daily D&D Ramble: What to read? Five options (October 14, 2016)
- Daily D&D Ramble: Tanks for the Memories (October 14, 2016)
- Daily D&D Ramble: On prepping a campaign (October 13, 2016)
- Daily D&D Ramble: A new reason I don't play 3e (October 11, 2016)
- Daily D&D Ramble: A guess at the History of D&D (October 10, 2016)
- Daily D&D Ramble: Unlocking Content (October 9, 2016)
- Daily D&D Ramble:This was a less than clever idea... (October 8, 2016)
- Daily D&D Ramble: My DMG is 16 hours away... (October 6, 2016)
- Daily D&D Ramble: What if Primes were important? (October 6, 2016)
- Daily D&D Ramble: Jonesing for Fixed Table (October 4, 2016)
- Daily D&D Ramble: Something is missing (October 2, 2016)
- Daily D&D Ramble: Verbal Pedantry (October 1, 2016)
- Daily D&D Ramble: Manuals past (September 29, 2016)
- Daily D&D Ramble: I suck at wizards (September 28, 2016)
- Daily D&D Ramble 4: Why everyone should make characters in their spare time (September 26, 2016)
- Daily D&D Ramble: Some ways to worship Ioun (September 25, 2016)
- Daily D&D Ramble: The worst type of call (September 24, 2016)
- Daily D&D Ramble Day 2 (September 22, 2016)
- Daily D&D Ramble Day 1 (September 21, 2016)
Since 5e started, I’ve tripped over wizards. What’s his name, GlassStaff, from Lost Mines of Phandelver, always weirded me out. I cannot find a way for him to even be a challenge for a party of four. The only spell that seems like it could be useful is hold person and if it does go off (which is unlikely as his stats aren’t phenomenal), you’ve just removed one of the foes and now there are three other adventurers after you.
See, in my book, if you’re a wizard worth his salt, you need to be prepared for combat. (In the D&D universe, at least) And I do understand that everyone has their own plan for escape or victory, but I don’t recall there being good stage direction for what GlassStaff had for a plan. For a criminal mastermind, he didn’t seem ready to deal with trouble.
So if a wizard can’t deal with a party on his own, he needs some mooks to run in front. And when ever I do have a wizard and mooks, I tend to focus the light on the grunts and the wizard falls to the wayside.
Also, I have problems with knowing the spells. If I’m making up what a character can do, my wizards become dynamic, filled with threating spells and abilities that never seem to conform to what the PHB lists as possible. As soon as I lock myself into a spell list, the character just falls apart.
And it does have a bit to do with the Economy of the game. Not just Action Economy, which is important, but Concentration Economy as well. If my wizard can only focus on one spell, as soon as he’s cast his one grasping vine, he’s stuck. He can’t do anything other thn standard offensive artillery for the rest of the fight.
And, of course, sometimes, a spell effect is easily shrugged off. I had some cultists last week who can pray to Elemental Air and gain Advantage on a ranged attack, which was really cool. But they could only do it once an encounter. And when they did launch a knife around a corner, it still only dealt 6 damage. Barely enough to worry about. And I can’t even repeat that 6 damage again.
So I think, going forward, I might make two changes to mobs I run. And it all depends on exactly how OP I think the spell/ability is. First, if it requires Concentration, I might let that become half duration instead. Or give out more concentration slots to my solo mage. Hitting the party with inconvenient snares and such seems like such fun. And second, those wind cultists are getting that recharge removed for their wind strike. Otherwise, it’s a rubbish ability. Especially since I never seem to use crits to my advantage.
Anyway, that’s enough complaining from me tonight, I think.