I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
If you think the reason people play wizards is because they can scribes scrolls I'm going to call that an alternative perspective. ;-)
The free spells scribed leveling are enough. There was never a need to scribe more. I wish some of my characters had a bonus mechanic where spending gold improved their features, lol.
Sorry dude but now i really can't tell if you are trolling and or if you are serious, do you really think people play the wizard because he gets 2 spells when he levels when classes like the cleric and druid have access to their entire spell list?
I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
If you think the reason people play wizards is because they can scribes scrolls I'm going to call that an alternative perspective. ;-)
The free spells scribed leveling are enough. There was never a need to scribe more. I wish some of my characters had a bonus mechanic where spending gold improved their features, lol.
But, the spellbook just has all the spells they can prepare in a day, choosing which ones they want. Druids, Artificers, Clerics, and Paladins all get to choose from their whole spell list every day, not just a limited source that can be destroyed.
How has that changed with the UA?
Druids, artificers, clerics, and paladins have different spells from wizards for the most part. If wizards think the free ones from leveling up aren't enough they probably should try playing more sorcerers to get an idea what real spell restrictions feel like. ;-)
I would actually argue the spell versatility feature is largely irrelevant. Most characters take the spells they think are best for the character first. Once you already have what you think are the best choices for your character then why would you change them out?
The first reason is you find out you were wrong and did not get the performance you wanted. Current mechanics force spells known classes to wait until they level up while spell prep classes just swap them out. Spell versatility allows this to be done on long rest so the spell not working out can be easily replace then we're back to already having what the character considers the best spells and the incentive to change them is missing.
The second reason is because the spell outlives it's usefulness as the characters level up. This normally gets swapped out under the level up changes and since the reason is also a product of having levelled up nothing really changes here with the UA.
Both of those reasons were not working as quickly as intended because tables were often using their own leveling up progression that cause the ability to swap out spells to not occur as often as was originally intended. That's what prompted spell versatility in the UA as a solution. Crawford goes over this in interviews you can dig up easily enough.
The other reason is a situational benefit where we assume the characters know what they need and have time to rest and change spells. Neither is a given but if we make that assumption then the spells known classes suck it up under current rules. They have spells they will never take on their spell lists because those spells are too situational, making those spells pointless additions to the spell list in the first place. This is also an issue spell versatility addresses. Under the current rules, spell preparation classes can change out any number of spells while the UA spell versatility only allows for a single change. This forces us to either assume only a single spell makes a huge difference or there is always going to be enough time AND that the wizard or other prep caster doesn't already have the option AND it's an option on the smaller spell lists in the first place. That's too many assumptions for a situation benefit. TBF, it is possible the spell exists on a smaller spell list and not in the wizard spell book but we're racking up another assumption that case given how many spells wizards have in the overlap -- especially when utility spells are less common in spells known lists.
That brings it to actual game play. Once a spells known class has swapped out spells following an unlimited amount of time assumption where he or she can completely change the spell list the spells known and other game mechanics have not changed. Game play goes exactly the same as if that sorcerer had take those spells as his or her first choice instead of having swapped them in. So the wizard with more spells prepped and the best ritual casting mechanic still has the widest assortment of spells to cover the most options just like we already have, and that's why players play wizards. The druid, cleric, paladin, or artificer already having their entire list is a moot point. This hasn't changed with that UA and it demonstrates that having access to the full list does not hamper wizards just because of the full list -- that happens now and wizards are still a good class so the only possibilities to look at are the classes actually getting a change in mechanic. Those classes are still restricted during game play in every way they currently are with the exception of a possible situational use for spells that currently never get used by those classes. Spells clearly meant to be used and that's why those spells are on those class lists.
Spell versatility does nothing but fix a few shortfalls with spells known. The reasons to play a wizard have not changed.
I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
If you think the reason people play wizards is because they can scribes scrolls I'm going to call that an alternative perspective. ;-)
The free spells scribed leveling are enough. There was never a need to scribe more. I wish some of my characters had a bonus mechanic where spending gold improved their features, lol.
Sorry dude but now i really can't tell if you are trolling and or if you are serious, do you really think people play the wizard because he gets 2 spells when he levels when classes like the cleric and druid have access to their entire spell list?
Where did I say that?
People play wizards for the spell list, subclasses, ritual casting mechanic, and recovering spell slots. Scribing additional spells was never anything but a bonus ability and a wizard plays fine if he or she never scribes an additional spell ever. You aren't required to spend that gold to improve your list. It's a perk to be able to do so. ;-)
I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
If you think the reason people play wizards is because they can scribes scrolls I'm going to call that an alternative perspective. ;-)
The free spells scribed leveling are enough. There was never a need to scribe more. I wish some of my characters had a bonus mechanic where spending gold improved their features, lol.
But, the spellbook just has all the spells they can prepare in a day, choosing which ones they want. Druids, Artificers, Clerics, and Paladins all get to choose from their whole spell list every day, not just a limited source that can be destroyed.
How has that changed with the UA?
Sorry, not to be rude, but have you read this thread at all? Many people (including myself) have stated multiple times that this has changed with the UA because suddenly, every other spellcasting class in the game can switch out their spells at a long rest for ANY SPELL ON THEIR SPELL LIST. This is a significant change, because all the sudden Wizards go from master of versatility compared to all the other spellcasting classes, to being left behind, when the Bard takes a long rest and changes Cure Wounds into Tasha's Hideous Laughter, the Artificer changes Thunderwave into Cure Wounds, and the Sorcerer changes Magic Missile into Shield. You, as the Wizard, who took Comprehend Languages while leveling up to level 2 because your last quest was to a foreign land where you didn't know the language, so you didn't get to choose Find Familiar or some other first level spell. All the other classes that can cast spells as a core ability can just take a long rest and trade out any spell that they want, while you're stuck with those 2 new spells you chose FOREVER. Sure, you don't have to cast them, but then you wasted your free spell in your spellbook because you needed it for one quest, but will never use that spell again.
I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
If you think the reason people play wizards is because they can scribes scrolls I'm going to call that an alternative perspective. ;-)
The free spells scribed leveling are enough. There was never a need to scribe more. I wish some of my characters had a bonus mechanic where spending gold improved their features, lol.
But, the spellbook just has all the spells they can prepare in a day, choosing which ones they want. Druids, Artificers, Clerics, and Paladins all get to choose from their whole spell list every day, not just a limited source that can be destroyed.
The first reason is you find out you were wrong and did not get the performance you wanted. Current mechanics force spells known classes to wait until they level up while spell prep classes just swap them out. Spell versatility allows this to be done on long rest so the spell not working out can be easily replace then we're back to already having what the character considers the best spells and the incentive to change them is missing.
The second reason is because the spell outlives it's usefulness as the characters level up. This normally gets swapped out under the level up changes and since the reason is also a product of having levelled up nothing really changes here with the UA.
Both of those reasons were not working as quickly as intended because tables were often using their own leveling up progression that cause the ability to swap out spells to not occur as often as was originally intended. That's what prompted spell versatility in the UA as a solution. Crawford goes over this in interviews you can dig up easily enough.
Yes, I agree. Spell Versatility is a needed ability for the spellcasters that know their spells and have to wait till they level up to swap out a new spell. The thing is, that now the Wizard who used to be the most versatile spellcaster in the game, is now as limited as the other classes used to be before the UA came out compared to the Druid, Artificer, Cleric, Wizard, and Paladin. They get to prepare their spells, and all of them (besides Wizard) were not limited to what spells from their list they could choose, and could change all of their spells during a long rest.
Sorcerers definitely should be able to change one spell each long rest, but now the Wizard is stuck waiting to level up before they can get new spells, the role is switched, the Wizard becomes limited compared to what the Sorcerer is now.
Spell Versatility is a great solution to making the previously extremely limited spellcasters being much more versatile and less restrained, but they didn't do anything to improve the Wizard, so they are stuck waiting (or paying precious money) to get different spells.
The reasons to play a Wizard have changed. The previous versatility is now limited greatly compared to the other classes. Sure, they can change all their prepared spells during a long rest, but they are limited to a slowly growing source of spells.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
Yeah it feels like they came up with that cost while making assumptions of wealth similar to 3e D&D. Instead all the published adventures are like hey you fought off an army of dragons here is 500GP at level 20.
Actually, I don’t think the cost to scribe spells has changed From 50gp/level since 2e.
I don't remember it costing anything in 2e, but maybe it did. But anytime you put a cost in a game how much that cost is varies based on expected income. In 2e, you'd have thousands of gold by 5th level. In 3e they had specific charts of how much gold for each level was expected. Which made the cost to scribe scrolls more flavor text than a limit. In 5e based on published adventures you'd have maybe 400 by 5th level, maybe 2 grand by 10th. It could be a copy paste issue, but trey had to come up with a cost in 5e some how, and if its an ability they expected wizards to use with any frequency they either vastly over costed it or vastly under had out gold.
^^ I actually don't think spell versatility is needed, its a decent hack I guess to fix the core issue which is just far to few known spells. Permanent known spells should never be less than the number of prepared spells from a prepared caster. Equal maybe, but not under and probably more. They screwed up in making the classes at the core and this is a gimmick to try and fix them.
I guess I never noticed because if I use mods, I use old 2e mods, and in the campaign where I’m a player that DM likes to make it rain. I only recently started playing in another campaign with a newer DM, so I guess I’ll find out.
^^ I actually don't think spell versatility is needed, its a decent hack I guess to fix the core issue which is just far to few known spells. Permanent known spells should never be less than the number of prepared spells from a prepared caster. Equal maybe, but not under and probably more. They screwed up in making the classes at the core and this is a gimmick to try and fix them.
It's not needed. It addressing a concern that the designers found in play as some tables. Spell versatility doesn't change much of anything at most tables from what I saw testing it. Cantrip versatility is something that looked more important. Spell prep classes should be able to swap cantrips out as they level just like other spells known mechanics.
I think the problem is that the costs for writing a spell into your spell book are ridiculously high and makes the main feature of the wizard unusable.
If you think the reason people play wizards is because they can scribes scrolls I'm going to call that an alternative perspective. ;-)
The free spells scribed leveling are enough. There was never a need to scribe more. I wish some of my characters had a bonus mechanic where spending gold improved their features, lol.
But, the spellbook just has all the spells they can prepare in a day, choosing which ones they want. Druids, Artificers, Clerics, and Paladins all get to choose from their whole spell list every day, not just a limited source that can be destroyed.
How has that changed with the UA?
Sorry, not to be rude, but have you read this thread at all? Many people (including myself) have stated multiple times that this has changed with the UA because suddenly, every other spellcasting class in the game can switch out their spells at a long rest for ANY SPELL ON THEIR SPELL LIST.
Just because you stated it (and other people) did not make what you stated correct. I addressed this exact concern in the rest of what you quoted. Being able to change the entire spell list was blown way out of proportion because there's no incentive or benefit in doing so.
I read the thread, and disagreed with the sentiment, and explained why I disagreed, which is based on what I observed testing it out.
A houserule I have implemented is that a Wizard’s Cantrips also go in their book. Another Wiz can copy them for 25gp, and Wizards get to prepare them just like regular spells. That seems to have balanced things with the new UA quite well.
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Wizards have never really been stronger than the other classes except sorcerers, especially in combat they are one of the weakest classes.
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Wizards were never a 10. At best an 8, especially compared to Druids and Clerics, who are 10's. On this scale, Sorcerers are a 6 or 7, and this new ability would bring them up to a 9, leaving the Wizards slightly behind, limited by their poorly designed spellbook mechanics.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Wizards were never a 10. At best an 8, especially compared to Druids and Clerics, who are 10's. On this scale, Sorcerers are a 6 or 7, and this new ability would bring them up to a 9, leaving the Wizards slightly behind, limited by their poorly designed spellbook mechanics.
I would say that bards are also 10, they have an even better spell list than the wizard (fearie fire, command, heat metal, bane and various types of healing) and magical secrets, which I think should have been a wizard feature.
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Wizards were never a 10. At best an 8, especially compared to Druids and Clerics, who are 10's. On this scale, Sorcerers are a 6 or 7, and this new ability would bring them up to a 9, leaving the Wizards slightly behind, limited by their poorly designed spellbook mechanics.
I would say that bards are also 10, they have an even better spell list than the wizard (fearie fire, command, heat metal, bane and various types of healing) and magical secrets, which I think should have been a wizard feature.
Naw, magical secrets is a jack-of-all-trades style ability to pick things up from other classes. Bards aren't exactly hurting as a class either but secrets gets over-rated.
Wizards just aren't an 11 on a scale from 1 to 10 like they were in the past. They also get over-rated at times and also aren't hurting as a class.
5e -- where every major spell caster is both over-powered and under-powered at the same time depending on who is complaining. ;-)
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Wizards were never a 10. At best an 8, especially compared to Druids and Clerics, who are 10's. On this scale, Sorcerers are a 6 or 7, and this new ability would bring them up to a 9, leaving the Wizards slightly behind, limited by their poorly designed spellbook mechanics.
I would say that bards are also 10, they have an even better spell list than the wizard (fearie fire, command, heat metal, bane and various types of healing) and magical secrets, which I think should have been a wizard feature.
Naw, magical secrets is a jack-of-all-trades style ability to pick things up from other classes. Bards aren't exactly hurting as a class either but secrets gets over-rated.
Wizards just aren't an 11 on a scale from 1 to 10 like they were in the past. They also get over-rated at times and also aren't hurting as a class.
5e -- where every major spell caster is both over-powered and under-powered at the same time depending on who is complaining. ;-)
non spellcasters a lot rests on whether feats are in the game. They have to build for it, but great weapon mastery, the ranged version just makes the damage output of fighter types obscene in comparison. The barbarian was hitting for 40 points of damage almost every round at level 5. Hand crossbow fighter was similarly obscene though the range was bigger as they missed more.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Sorry dude but now i really can't tell if you are trolling and or if you are serious, do you really think people play the wizard because he gets 2 spells when he levels when classes like the cleric and druid have access to their entire spell list?
How has that changed with the UA?
Druids, artificers, clerics, and paladins have different spells from wizards for the most part. If wizards think the free ones from leveling up aren't enough they probably should try playing more sorcerers to get an idea what real spell restrictions feel like. ;-)
I would actually argue the spell versatility feature is largely irrelevant. Most characters take the spells they think are best for the character first. Once you already have what you think are the best choices for your character then why would you change them out?
The first reason is you find out you were wrong and did not get the performance you wanted. Current mechanics force spells known classes to wait until they level up while spell prep classes just swap them out. Spell versatility allows this to be done on long rest so the spell not working out can be easily replace then we're back to already having what the character considers the best spells and the incentive to change them is missing.
The second reason is because the spell outlives it's usefulness as the characters level up. This normally gets swapped out under the level up changes and since the reason is also a product of having levelled up nothing really changes here with the UA.
Both of those reasons were not working as quickly as intended because tables were often using their own leveling up progression that cause the ability to swap out spells to not occur as often as was originally intended. That's what prompted spell versatility in the UA as a solution. Crawford goes over this in interviews you can dig up easily enough.
The other reason is a situational benefit where we assume the characters know what they need and have time to rest and change spells. Neither is a given but if we make that assumption then the spells known classes suck it up under current rules. They have spells they will never take on their spell lists because those spells are too situational, making those spells pointless additions to the spell list in the first place. This is also an issue spell versatility addresses. Under the current rules, spell preparation classes can change out any number of spells while the UA spell versatility only allows for a single change. This forces us to either assume only a single spell makes a huge difference or there is always going to be enough time AND that the wizard or other prep caster doesn't already have the option AND it's an option on the smaller spell lists in the first place. That's too many assumptions for a situation benefit. TBF, it is possible the spell exists on a smaller spell list and not in the wizard spell book but we're racking up another assumption that case given how many spells wizards have in the overlap -- especially when utility spells are less common in spells known lists.
That brings it to actual game play. Once a spells known class has swapped out spells following an unlimited amount of time assumption where he or she can completely change the spell list the spells known and other game mechanics have not changed. Game play goes exactly the same as if that sorcerer had take those spells as his or her first choice instead of having swapped them in. So the wizard with more spells prepped and the best ritual casting mechanic still has the widest assortment of spells to cover the most options just like we already have, and that's why players play wizards. The druid, cleric, paladin, or artificer already having their entire list is a moot point. This hasn't changed with that UA and it demonstrates that having access to the full list does not hamper wizards just because of the full list -- that happens now and wizards are still a good class so the only possibilities to look at are the classes actually getting a change in mechanic. Those classes are still restricted during game play in every way they currently are with the exception of a possible situational use for spells that currently never get used by those classes. Spells clearly meant to be used and that's why those spells are on those class lists.
Spell versatility does nothing but fix a few shortfalls with spells known. The reasons to play a wizard have not changed.
Where did I say that?
People play wizards for the spell list, subclasses, ritual casting mechanic, and recovering spell slots. Scribing additional spells was never anything but a bonus ability and a wizard plays fine if he or she never scribes an additional spell ever. You aren't required to spend that gold to improve your list. It's a perk to be able to do so. ;-)
Sorry, not to be rude, but have you read this thread at all? Many people (including myself) have stated multiple times that this has changed with the UA because suddenly, every other spellcasting class in the game can switch out their spells at a long rest for ANY SPELL ON THEIR SPELL LIST. This is a significant change, because all the sudden Wizards go from master of versatility compared to all the other spellcasting classes, to being left behind, when the Bard takes a long rest and changes Cure Wounds into Tasha's Hideous Laughter, the Artificer changes Thunderwave into Cure Wounds, and the Sorcerer changes Magic Missile into Shield. You, as the Wizard, who took Comprehend Languages while leveling up to level 2 because your last quest was to a foreign land where you didn't know the language, so you didn't get to choose Find Familiar or some other first level spell. All the other classes that can cast spells as a core ability can just take a long rest and trade out any spell that they want, while you're stuck with those 2 new spells you chose FOREVER. Sure, you don't have to cast them, but then you wasted your free spell in your spellbook because you needed it for one quest, but will never use that spell again.
Yes, I agree. Spell Versatility is a needed ability for the spellcasters that know their spells and have to wait till they level up to swap out a new spell. The thing is, that now the Wizard who used to be the most versatile spellcaster in the game, is now as limited as the other classes used to be before the UA came out compared to the Druid, Artificer, Cleric, Wizard, and Paladin. They get to prepare their spells, and all of them (besides Wizard) were not limited to what spells from their list they could choose, and could change all of their spells during a long rest.
Sorcerers definitely should be able to change one spell each long rest, but now the Wizard is stuck waiting to level up before they can get new spells, the role is switched, the Wizard becomes limited compared to what the Sorcerer is now.
Spell Versatility is a great solution to making the previously extremely limited spellcasters being much more versatile and less restrained, but they didn't do anything to improve the Wizard, so they are stuck waiting (or paying precious money) to get different spells.
The reasons to play a Wizard have changed. The previous versatility is now limited greatly compared to the other classes. Sure, they can change all their prepared spells during a long rest, but they are limited to a slowly growing source of spells.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I don't remember it costing anything in 2e, but maybe it did. But anytime you put a cost in a game how much that cost is varies based on expected income. In 2e, you'd have thousands of gold by 5th level. In 3e they had specific charts of how much gold for each level was expected. Which made the cost to scribe scrolls more flavor text than a limit. In 5e based on published adventures you'd have maybe 400 by 5th level, maybe 2 grand by 10th. It could be a copy paste issue, but trey had to come up with a cost in 5e some how, and if its an ability they expected wizards to use with any frequency they either vastly over costed it or vastly under had out gold.
^^ I actually don't think spell versatility is needed, its a decent hack I guess to fix the core issue which is just far to few known spells. Permanent known spells should never be less than the number of prepared spells from a prepared caster. Equal maybe, but not under and probably more. They screwed up in making the classes at the core and this is a gimmick to try and fix them.
I guess I never noticed because if I use mods, I use old 2e mods, and in the campaign where I’m a player that DM likes to make it rain. I only recently started playing in another campaign with a newer DM, so I guess I’ll find out.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
It's not needed. It addressing a concern that the designers found in play as some tables. Spell versatility doesn't change much of anything at most tables from what I saw testing it. Cantrip versatility is something that looked more important. Spell prep classes should be able to swap cantrips out as they level just like other spells known mechanics.
Just because you stated it (and other people) did not make what you stated correct. I addressed this exact concern in the rest of what you quoted. Being able to change the entire spell list was blown way out of proportion because there's no incentive or benefit in doing so.
I read the thread, and disagreed with the sentiment, and explained why I disagreed, which is based on what I observed testing it out.
A houserule I have implemented is that a Wizard’s Cantrips also go in their book. Another Wiz can copy them for 25gp, and Wizards get to prepare them just like regular spells. That seems to have balanced things with the new UA quite well.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Levi, if before the UA Wizards were at a 10, and the others were at a 6, if this UA brings tose other classes up to a 10, that in no way means that Wizards automatically got worse.
Saying that Wizards are automatically worse because the other classes suddenly got better is as ridiculous as saying that a beautiful woman suddenly gets ugly if all the other women magically became more attractive. No dude, it doesn’t work that way.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Wizards have never really been stronger than the other classes except sorcerers, especially in combat they are one of the weakest classes.
Why does it have to be all about combat?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Because combat is the part of the game with the most mechanical support, the social aspect isnt as well outlined as combat.
Out of combat, things are generally less linear, and more open to DM interpretation.
Wizards were never a 10. At best an 8, especially compared to Druids and Clerics, who are 10's. On this scale, Sorcerers are a 6 or 7, and this new ability would bring them up to a 9, leaving the Wizards slightly behind, limited by their poorly designed spellbook mechanics.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would say that bards are also 10, they have an even better spell list than the wizard (fearie fire, command, heat metal, bane and various types of healing) and magical secrets, which I think should have been a wizard feature.
Naw, magical secrets is a jack-of-all-trades style ability to pick things up from other classes. Bards aren't exactly hurting as a class either but secrets gets over-rated.
Wizards just aren't an 11 on a scale from 1 to 10 like they were in the past. They also get over-rated at times and also aren't hurting as a class.
5e -- where every major spell caster is both over-powered and under-powered at the same time depending on who is complaining. ;-)
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Basically sums up 5e class balancing in one sentence.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Why would I ever play a wizard?
have towear underwearPractice religion freely and freedom religiously.
non spellcasters a lot rests on whether feats are in the game. They have to build for it, but great weapon mastery, the ranged version just makes the damage output of fighter types obscene in comparison. The barbarian was hitting for 40 points of damage almost every round at level 5. Hand crossbow fighter was similarly obscene though the range was bigger as they missed more.