If you want an archmage to be more powerful than the other characters, there's already a perfectly good mechanic for that. It's called "higher level". A Wiz15/Acm5 is pretty much guaranteed to overshadow a 14th level party.Celtavian said:We probably have differing opinions on what Archmagi should be like. I like my Archmagi all-powerful, overshadowing the other classes in the group. The way they are presented in fantasy novels.
Grog said:Well, so much for the "The Spell Focus nerf doesn't matter because Archmage is core now" arguments. Although, if the caster level increase counts for purposes of penetrating SR, it would still be a big help.
3d6 said:I don't think spell caps need to be tweaked to make Spell Power viable. A +6 to overcome spell resistance, for example, is a very good ability.
Apok said:
Yep. That kills that argument.
Now, I'm definitely not going to use the 3.5 versions of SF and GSF. I just don't understand why they are making it so difficult for a wizard to increase his save DC's. Granted, it was too easy before, but they've gone too far now.
What's needed is a happy medium.
Shard O'Glase said:<snip>forgot somewhere along the line those 3 fixes where "either or" fixes and not "and" fixes.
Cloudgatherer said:
I had to read that comment a few times to figure out what you were saying. The quotes should help others.![]()
I like the fact that raising DCs will be extremely less abusive. I mean it was just no fun to see the guy playing the red wizard/archmage and killing everything with a single wave of the hand.
On the other hand, if saves for monsters are getting a boost, then I'm a bit concerned. Aside from raising stats and spell focus, the only other source of increased DCs seems to come from higher spell levels. That seems a bit too limiting to me, but I'll wait to see the entire new rules until I complain about it too much.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.