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[3.5] WotC theory on multi-class spellcasters
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<blockquote data-quote="MerricB" data-source="post: 964755" data-attributes="member: 3586"><p>I wish people would stop putting forward this argument. It is the height of sloppy thinking. Only higher level spells? Hardly.</p><p></p><p>One of the most important rolls in D&D Magic is the saving throw. The high-level spells have a couple of important factors:</p><p>* A higher DC, because it's based off spell-level</p><p>* Many don't have saving throws at all.</p><p></p><p>A good example is <em>maze</em> a top-flight 8th-level spell. No save, no spell resistance (at least in the 3E version). You might well say that the 5th level spell equivalent is <em>hold monster</em>, which has a Will save and Spell Resistance.</p><p></p><p>Ah... there is a problem.</p><p></p><p>When you add to that the fact that many low-level spells are capped for damage, then they really don't stack up. <em>Fireball</em> does 10d6 damage for a 20th level caster under your system. The 20th level caster is using <em>meteor swarm</em>, dealing about twice as much damage.</p><p></p><p>In a combat, your 20th level caster takes more than twice as long to deal damage as my 20th level single-class - if damage is dealt at all.</p><p></p><p>Now, there must be some trade-off for the versatility of the cleric/wizard, but the gap in power between a 10th level wizard (even with caster level 20) and a 20th level wizard is extremely significant - and is more significant than the versatility.</p><p></p><p>The one other factor to consider when creating such a system is that it is simple and easily applied. The system you've described <em>is</em> simple, but still leaves the multi-class spellcaster as far inferior to his single-classed brethren.</p><p></p><p>Yes, a multi-class should be inferior, but for what can be a fun archetype to play, I think that much is a problem.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 964755, member: 3586"] I wish people would stop putting forward this argument. It is the height of sloppy thinking. Only higher level spells? Hardly. One of the most important rolls in D&D Magic is the saving throw. The high-level spells have a couple of important factors: * A higher DC, because it's based off spell-level * Many don't have saving throws at all. A good example is [i]maze[/i] a top-flight 8th-level spell. No save, no spell resistance (at least in the 3E version). You might well say that the 5th level spell equivalent is [i]hold monster[/i], which has a Will save and Spell Resistance. Ah... there is a problem. When you add to that the fact that many low-level spells are capped for damage, then they really don't stack up. [i]Fireball[/i] does 10d6 damage for a 20th level caster under your system. The 20th level caster is using [i]meteor swarm[/i], dealing about twice as much damage. In a combat, your 20th level caster takes more than twice as long to deal damage as my 20th level single-class - if damage is dealt at all. Now, there must be some trade-off for the versatility of the cleric/wizard, but the gap in power between a 10th level wizard (even with caster level 20) and a 20th level wizard is extremely significant - and is more significant than the versatility. The one other factor to consider when creating such a system is that it is simple and easily applied. The system you've described [i]is[/i] simple, but still leaves the multi-class spellcaster as far inferior to his single-classed brethren. Yes, a multi-class should be inferior, but for what can be a fun archetype to play, I think that much is a problem. Cheers! [/QUOTE]
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