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3.5 Spell changes in Dragon
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<blockquote data-quote="Apok" data-source="post: 851494" data-attributes="member: 1969"><p>Um, nope. I meant only what I said, and I don't recall saying that I wanted D&D to be turned into a game where you only deal d8+2 damage back and forth. You conjured that information up yourself to help your argument.</p><p></p><p>Now, you're just being a dick. </p><p></p><p></p><p></p><p>Once again, you are putting words into my mouth (or post, whatever). Yes, fighters <em>are</em> the core of any fight and only a complete idiot would think otherwise. How often do you see a group of wizards in the thick of a huge melee without their sword-swinging meat shields? Wizards were never meant to stand toe-to-toe with an enemy in melee and survive. That's why the fighter is there, to soak up that damage while the Wizard casts his spells safely. They work together in concert. </p><p></p><p>Wizards <em>do</em> have potent offenses in the form of damage spells. They aren't as nasty as they were in previous editions, but they are far from useless. A well placed AoE damage spell can clear out a battlefield of minor combatants, or soften up the enemy so they don't last as long. This, btw, is part of that whole "battlefield control" thing I mentioned before. Pepper the area w/ well placed fireballs and other AoE spells, use illusions to confound the enemy, transmutations to buff your allies and screw your enemies, summons to call up some monsters to help, and so on. Not to mention spells like Charm Person or Monster, which can turn that high-HP, high-Damage, Low-Will save Gaint over to your side. Trust me, Wizards have no shortage of offensive power even without instakills. Nerfing save or die spells will not suddenly make the Wizard a useless class. </p><p></p><p>You also seem to think I'm all for nerfing spellcasters into oblivion, which isn't true. I love playing casters, Wizards especially, but even I admit that casting Haste+Timestop+Disintegrate+Disintegrate+Disintegrate+Finger of Death+Finger of Death+Finger of Death, etc, on the BBEG is just a tad broken. Not to mention using Haste + Harm as a Cleric to wipe the floor with just about anything. </p><p></p><p>Funny thing is, I don't think Disintegrate or FoD or any of the other Save or Die spells are even being changed! All they have mentioned are Haste, Harm, Hold Person, and Polymorph. So, fear not, the Wizards capacity to kill with a single failed save will likely be alive & well come July. </p><p></p><p></p><p></p><p>Nah, I never could get into painting minis.</p></blockquote><p></p>
[QUOTE="Apok, post: 851494, member: 1969"] Um, nope. I meant only what I said, and I don't recall saying that I wanted D&D to be turned into a game where you only deal d8+2 damage back and forth. You conjured that information up yourself to help your argument. Now, you're just being a dick. Once again, you are putting words into my mouth (or post, whatever). Yes, fighters [i]are[/i] the core of any fight and only a complete idiot would think otherwise. How often do you see a group of wizards in the thick of a huge melee without their sword-swinging meat shields? Wizards were never meant to stand toe-to-toe with an enemy in melee and survive. That's why the fighter is there, to soak up that damage while the Wizard casts his spells safely. They work together in concert. Wizards [i]do[/i] have potent offenses in the form of damage spells. They aren't as nasty as they were in previous editions, but they are far from useless. A well placed AoE damage spell can clear out a battlefield of minor combatants, or soften up the enemy so they don't last as long. This, btw, is part of that whole "battlefield control" thing I mentioned before. Pepper the area w/ well placed fireballs and other AoE spells, use illusions to confound the enemy, transmutations to buff your allies and screw your enemies, summons to call up some monsters to help, and so on. Not to mention spells like Charm Person or Monster, which can turn that high-HP, high-Damage, Low-Will save Gaint over to your side. Trust me, Wizards have no shortage of offensive power even without instakills. Nerfing save or die spells will not suddenly make the Wizard a useless class. You also seem to think I'm all for nerfing spellcasters into oblivion, which isn't true. I love playing casters, Wizards especially, but even I admit that casting Haste+Timestop+Disintegrate+Disintegrate+Disintegrate+Finger of Death+Finger of Death+Finger of Death, etc, on the BBEG is just a tad broken. Not to mention using Haste + Harm as a Cleric to wipe the floor with just about anything. Funny thing is, I don't think Disintegrate or FoD or any of the other Save or Die spells are even being changed! All they have mentioned are Haste, Harm, Hold Person, and Polymorph. So, fear not, the Wizards capacity to kill with a single failed save will likely be alive & well come July. Nah, I never could get into painting minis. [/QUOTE]
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