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<blockquote data-quote="CapnZapp" data-source="post: 8079076" data-attributes="member: 12731"><p>At level 10, I'm afraid the Wizard is still noticeably behind the other four characters.</p><p></p><p>When the players realized Greater Striking isn't appreciably more expensive than +2 (despite being two whole levels higher) they rushed to purchase that for their weapons.</p><p></p><p>The Giant Instinct Barbarian is especially happy, now doing something like <strong>3d12+2d6+17</strong> damage on a hit (don't hold me to the exact numbers), or ~42 damage on an average hit, and already over 100 damage on a decent crit. His defense is naturally weaker, but that's the Cleric's problem, not his.</p><p></p><p>(Only half-kidding. In a game with such potent combat healing, offense really becomes your best defense. My players' natural inclination is to maximize offense in <em>every</em> D&D game, but with monsters as lethal as in PF2, the path where you double up on defenses and endurance really doesn't cut it. The monster WILL eat you, it's just a matter of time - you can't really "tank" the attacks of a BBEG. The only real defense is to kill the monster before it kills you. Having a dedicated combat Cleric really enables groups to go all-in on offense)</p><p></p><p>This is an example why martials are way more awesome than casters in PF2 - you get to choose what to be good at. No, you can't customize enough within a single class, but you CAN choose which martial class you want to be (Barbarian and Champion probably being the two polar opposites).</p><p></p><p>Had there been ways for a Wizard to significantly focus your build on offense (sacrificing defense) or vice versa, that would have gone along way of mitigating the issues. But there isn't. Apart from that Dangerous Sorcery feat, there really isn't a way to make sacrifices elsewhere to make your biggest spells hit harder. Specifically, there isn't a rune that adds +1 to your DC, or a rune that adds +1d6 to every target in an area spell. My discussions with Celtavian have resulted in me realizing that stuff like that might be overdoing it for certain classes and/or at high level. But at this point I'm fairly convinced the single-digit Wizard needs it.</p><p></p><p>It also explains my experimentation with ideas like allowing wands made out of special materials so spellcasters too gain access to monster weaknesses ("I cast my spell against the Bugul Noz using my Cold Iron Wand, so I get to do an extra 18 damage if I hit"), if I'm allowed to steer back to the topic of this thread...!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8079076, member: 12731"] At level 10, I'm afraid the Wizard is still noticeably behind the other four characters. When the players realized Greater Striking isn't appreciably more expensive than +2 (despite being two whole levels higher) they rushed to purchase that for their weapons. The Giant Instinct Barbarian is especially happy, now doing something like [B]3d12+2d6+17[/B] damage on a hit (don't hold me to the exact numbers), or ~42 damage on an average hit, and already over 100 damage on a decent crit. His defense is naturally weaker, but that's the Cleric's problem, not his. (Only half-kidding. In a game with such potent combat healing, offense really becomes your best defense. My players' natural inclination is to maximize offense in [I]every[/I] D&D game, but with monsters as lethal as in PF2, the path where you double up on defenses and endurance really doesn't cut it. The monster WILL eat you, it's just a matter of time - you can't really "tank" the attacks of a BBEG. The only real defense is to kill the monster before it kills you. Having a dedicated combat Cleric really enables groups to go all-in on offense) This is an example why martials are way more awesome than casters in PF2 - you get to choose what to be good at. No, you can't customize enough within a single class, but you CAN choose which martial class you want to be (Barbarian and Champion probably being the two polar opposites). Had there been ways for a Wizard to significantly focus your build on offense (sacrificing defense) or vice versa, that would have gone along way of mitigating the issues. But there isn't. Apart from that Dangerous Sorcery feat, there really isn't a way to make sacrifices elsewhere to make your biggest spells hit harder. Specifically, there isn't a rune that adds +1 to your DC, or a rune that adds +1d6 to every target in an area spell. My discussions with Celtavian have resulted in me realizing that stuff like that might be overdoing it for certain classes and/or at high level. But at this point I'm fairly convinced the single-digit Wizard needs it. It also explains my experimentation with ideas like allowing wands made out of special materials so spellcasters too gain access to monster weaknesses ("I cast my spell against the Bugul Noz using my Cold Iron Wand, so I get to do an extra 18 damage if I hit"), if I'm allowed to steer back to the topic of this thread...! [/QUOTE]
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