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So did they just drop modularity ? This is what has me worried.
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<blockquote data-quote="Li Shenron" data-source="post: 5996089" data-attributes="member: 1465"><p>I think I got that the idea was to keep spellcasters in play when out of spell. What is left when regular spells slots or points are used up?</p><p></p><p>The wizard still has 3 cantrips and rituals (but the latter only out of combat).</p><p></p><p>The (draconic) sorcerer has 2 cantrips. And then he has double the base HP, full martial weapon proficiencies, full armor and shield proficiency (can cast those cantrips in armor), some energy resistance and bonus to damage (here I made a mistake, I thought I remember +2 bonus to attack, that would have been definitely better...). So offensive-wise it's not that better (meaning that it is better, but if cantrips are still more convenient then the weapon proficiencies are kind of moot), but defensive-wise it definitely is.</p><p></p><p>I like the fact that a low-battery Wizard still has the edge out of combat thanks to Rituals (if I understand right that Rituals don't cost any slot to use). This is actually probably fine with me since I tend not to have too many combats per day but other types of challenges, hence there would be definitely more than one reason in my games to play a Wizard.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5996089, member: 1465"] I think I got that the idea was to keep spellcasters in play when out of spell. What is left when regular spells slots or points are used up? The wizard still has 3 cantrips and rituals (but the latter only out of combat). The (draconic) sorcerer has 2 cantrips. And then he has double the base HP, full martial weapon proficiencies, full armor and shield proficiency (can cast those cantrips in armor), some energy resistance and bonus to damage (here I made a mistake, I thought I remember +2 bonus to attack, that would have been definitely better...). So offensive-wise it's not that better (meaning that it is better, but if cantrips are still more convenient then the weapon proficiencies are kind of moot), but defensive-wise it definitely is. I like the fact that a low-battery Wizard still has the edge out of combat thanks to Rituals (if I understand right that Rituals don't cost any slot to use). This is actually probably fine with me since I tend not to have too many combats per day but other types of challenges, hence there would be definitely more than one reason in my games to play a Wizard. [/QUOTE]
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So did they just drop modularity ? This is what has me worried.
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