As much as I prefer sorcerers, wizards are commonly accepted as stronger between the two. Greater spell versatility, some fairly powerful arcane traditions, and arcane recovery are all pretty good.
However, if I were grading them 1-100, I would put Wizard at 90 and Sorcerer at 85.
Constitution Saving Throws are a huge bonus, and while metamagic isn't enough on its own, Twin buffs are very good in most parties. Subtle spells are usually uncounterable, too.
As mentioned, they're good for multiclassing, but if you're not willing to consider going to 20 in a class, there might be something wrong with the class.
Wizard's biggest weakness is usually deflected onto DMs. They need their spellbooks and they need gold in a way no other class does. A fighter will have to wait until 3rd level or so to buy that full plate, but then he's pretty well set. A wizard will need those special inks and parchments for their entire career. This is especially jarring in an edition where GP is otherwise not all that important. If a DM doesn't provide these things, well, the wizard usually feels handicapped unfairly.
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Another medical problem. Indefinite hiatus. Sorry, all.
In summary, sorcerers are like a hammer, while wizards are like... a whole BAG of hammers.
Seriously though - and this is said with a DM hat on - sorcerers should absolutely be using the Spell Points variant rule in the DMG for balance.
By standard rules, your 13th-level sorcerer says "welp, I only have three 3rd-level spell slots today."
With the spell points variant, that same sorcerer could look at hordes of approaching undead and say "I think today looks like a GREAT day to use 80 of my 83 spell points to cast SIXTEEN 3rd-level spells. I hope everyone brought their fireball-proof pants. Did I mention I still have enough energy left over to cast misty step and bugger off before I'm tapped?"
With the spell points variant rule, sorcerers make you really consider whether you want the big spell list of the wizard, or if you'd rather be a mobile siege weapon.
Yeah, 1500 gold for one player by level 3 seems like a bit of an open firehose to me. If there's a Wizard in the party, adding a single extra spell to their spellbook at 2nd and 3rd level would cost only 150 gp. The DMG guide for higher level play suggests that by 5th level, a player should have at least 500-750 gp beyond their starting kit, and possibly a magic item. I'm not really sure what pace gold is given out in the published low-tier adventure paths, but I think giving the Fighter plate or 1500 gp before level 5 at the earliest is overkill. The party as a whole having 1500 gp, and choosing to spend it on the Fighter, now that could be level appropriate?
Of course, that sort of requires not sending anyone after the party for them to kill that wears plate, which is probably the most common way for Fighters to get their armor rather than buying it, and is probably the main reason it often happens earlier than the general wealth curve would suggest.
I normally make my players very poor at low levels, where it is hard to get more than 300 gold, or make them rich as a plot device (I gave 5 million gold to my players at level 3-4).
It is harder to multiclass into sorcerer if your DM is a "you must be born with it" DM. If your DM allows you to be modified magically later in life, I guess it is easier. Wizard you have to study, but with downtime that is easier.
I agree that Wizards are about 90 on a 100 point scale, and Sorcerers are about 85.
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Please check out my homebrew, I would appreciate feedback:
Yeah, 1500 gold for one player by level 3 seems like a bit of an open firehose to me. If there's a Wizard in the party, adding a single extra spell to their spellbook at 2nd and 3rd level would cost only 150 gp. The DMG guide for higher level play suggests that by 5th level, a player should have at least 500-750 gp beyond their starting kit, and possibly a magic item. I'm not really sure what pace gold is given out in the published low-tier adventure paths, but I think giving the Fighter plate or 1500 gp before level 5 at the earliest is overkill. The party as a whole having 1500 gp, and choosing to spend it on the Fighter, now that could be level appropriate?
Of course, that sort of requires not sending anyone after the party for them to kill that wears plate, which is probably the most common way for Fighters to get their armor rather than buying it, and is probably the main reason it often happens earlier than the general wealth curve would suggest.
For point buy games, Dex based classes don’t hit their max AC until level 8 at the earliest (technically guess medium armor guys can at 4, but Half Plate is decent expensive as well, and requires a feat investment to be good, justifying a lower gp cost). If your Fighter gives you lip that he should be in his endgame armor rocking 18-20 AC before then, he’s out of line.
I've said this on a previous thread, and want to restate it here:
The strength of a class doesn't come from how good it is to multiclass into that class.
Also, multiclassing into Wizard is a bit easier from a roleplaying and story stand point than sorcerer, not that that affects anything mechanically.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I disagree. Sorcerer is where you find magic locked away in you. Wizard you have to take time to study, then get stuff.
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As much as I prefer sorcerers, wizards are commonly accepted as stronger between the two. Greater spell versatility, some fairly powerful arcane traditions, and arcane recovery are all pretty good.
However, if I were grading them 1-100, I would put Wizard at 90 and Sorcerer at 85.
Constitution Saving Throws are a huge bonus, and while metamagic isn't enough on its own, Twin buffs are very good in most parties. Subtle spells are usually uncounterable, too.
As mentioned, they're good for multiclassing, but if you're not willing to consider going to 20 in a class, there might be something wrong with the class.
Wizard's biggest weakness is usually deflected onto DMs. They need their spellbooks and they need gold in a way no other class does. A fighter will have to wait until 3rd level or so to buy that full plate, but then he's pretty well set. A wizard will need those special inks and parchments for their entire career. This is especially jarring in an edition where GP is otherwise not all that important. If a DM doesn't provide these things, well, the wizard usually feels handicapped unfairly.
Another medical problem. Indefinite hiatus. Sorry, all.
Woah, your DM gives your players 1500 gold by level 3???
In summary, sorcerers are like a hammer, while wizards are like... a whole BAG of hammers.
Seriously though - and this is said with a DM hat on - sorcerers should absolutely be using the Spell Points variant rule in the DMG for balance.
By standard rules, your 13th-level sorcerer says "welp, I only have three 3rd-level spell slots today."
With the spell points variant, that same sorcerer could look at hordes of approaching undead and say "I think today looks like a GREAT day to use 80 of my 83 spell points to cast SIXTEEN 3rd-level spells. I hope everyone brought their fireball-proof pants. Did I mention I still have enough energy left over to cast misty step and bugger off before I'm tapped?"
With the spell points variant rule, sorcerers make you really consider whether you want the big spell list of the wizard, or if you'd rather be a mobile siege weapon.
Yeah, 1500 gold for one player by level 3 seems like a bit of an open firehose to me. If there's a Wizard in the party, adding a single extra spell to their spellbook at 2nd and 3rd level would cost only 150 gp. The DMG guide for higher level play suggests that by 5th level, a player should have at least 500-750 gp beyond their starting kit, and possibly a magic item. I'm not really sure what pace gold is given out in the published low-tier adventure paths, but I think giving the Fighter plate or 1500 gp before level 5 at the earliest is overkill. The party as a whole having 1500 gp, and choosing to spend it on the Fighter, now that could be level appropriate?
Of course, that sort of requires not sending anyone after the party for them to kill that wears plate, which is probably the most common way for Fighters to get their armor rather than buying it, and is probably the main reason it often happens earlier than the general wealth curve would suggest.
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I'm going to make this way harder than it needs to be.
I normally make my players very poor at low levels, where it is hard to get more than 300 gold, or make them rich as a plot device (I gave 5 million gold to my players at level 3-4).
It is harder to multiclass into sorcerer if your DM is a "you must be born with it" DM. If your DM allows you to be modified magically later in life, I guess it is easier. Wizard you have to study, but with downtime that is easier.
I agree that Wizards are about 90 on a 100 point scale, and Sorcerers are about 85.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I was lowballing it. Looking at the treasure tables, its possible to hit 1500 gp at level 5, but I usually don't give it out any earlier.
In the past I've gotten some. . . vehement responses about how overpriced plate is.
Another medical problem. Indefinite hiatus. Sorry, all.
For point buy games, Dex based classes don’t hit their max AC until level 8 at the earliest (technically guess medium armor guys can at 4, but Half Plate is decent expensive as well, and requires a feat investment to be good, justifying a lower gp cost). If your Fighter gives you lip that he should be in his endgame armor rocking 18-20 AC before then, he’s out of line.
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I'm going to make this way harder than it needs to be.