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D&D Older Editions
[3.5] Is every Magic Change Downward?
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<blockquote data-quote="Henry" data-source="post: 938986" data-attributes="member: 158"><p>Goodness, what different interpretations people get out of this game.</p><p></p><p>I have NEVER seen evocation mages (sorcerer or wizard) as outclassed in the dozen or so game's I've played; they've held their own quite well, and more than that, used to exceed the rest of the party when the splatbooks came into the picture. I myself am of the opinion that haste and the various spell DC increasing feats were a little too good, when our party mages were possessing DC's of 26 to 35 at 12th level thanks to magics, feats, and Heightenings.</p><p></p><p>In fact, in two real senses, the Evokers are gaining tremendously with the new specialization rules:</p><p>Before, Evokers who had to give up conjuration or transmutation, or at least three other fields, are not able to "wimp out" with picking Nercomancy and illusion, or necro. and enchantment, and still gaining significant benefits.</p><p></p><p>Further, they seem to be gaining useful spells for 2nd level (traditionally used in our group for more magic missiles and the backup invisibility spell), and the fact that spells are cheaper means that evokers will have somewhat more variety in the damaging spells they can write into their books, now.</p><p></p><p>What I do know is that from what I've seen thus far from Roy the Odd and Shadowstar, Evokers are not going to be any more or less common in the D&D games I see.</p></blockquote><p></p>
[QUOTE="Henry, post: 938986, member: 158"] Goodness, what different interpretations people get out of this game. I have NEVER seen evocation mages (sorcerer or wizard) as outclassed in the dozen or so game's I've played; they've held their own quite well, and more than that, used to exceed the rest of the party when the splatbooks came into the picture. I myself am of the opinion that haste and the various spell DC increasing feats were a little too good, when our party mages were possessing DC's of 26 to 35 at 12th level thanks to magics, feats, and Heightenings. In fact, in two real senses, the Evokers are gaining tremendously with the new specialization rules: Before, Evokers who had to give up conjuration or transmutation, or at least three other fields, are not able to "wimp out" with picking Nercomancy and illusion, or necro. and enchantment, and still gaining significant benefits. Further, they seem to be gaining useful spells for 2nd level (traditionally used in our group for more magic missiles and the backup invisibility spell), and the fact that spells are cheaper means that evokers will have somewhat more variety in the damaging spells they can write into their books, now. What I do know is that from what I've seen thus far from Roy the Odd and Shadowstar, Evokers are not going to be any more or less common in the D&D games I see. [/QUOTE]
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[3.5] Is every Magic Change Downward?
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