UngeheuerLich
Legend
Ebon Shar said:I agree that this has detracted a bit from the game for me as well. While Vancian Magic limited mages in 3.5, being able to continuosly spam magic somehow cheapens Magic as a whole in the game. I found that the "Big, Bad Mage" in the scenario was less effective than some of his minions simply because he could not deal as much damage as they could. His spell/power selections were simply not as powerful as the martial power selection of his cohorts. Mages simply will not be as respected nor as feared as they were in previous editions. That role will, perhaps, go to the Ranger, who Devyn aptly described as a food processor. I was simply blown away by his damage output potential. Perhaps as they increase in level and become more versatile, the mage will recapture that mysterious feeling he had. I can say that I was disappointed to find most all the mage's spells to be combat oriented. Perhaps the spell selection was made with the specific module in mind, or perhaps, like others have suggested, combat options have checkmated more role-playing/problem solving aspects of a mage's spell list. I hope not.
Before 3rd edition you had to be at least a Level 5 magic user to be anything helpful to your party in fights (3rd level spells + maxed 1st level spells), and you were 5th level when other chars were already 6th or 7th... (except when you used utility spells like grease etc)
In 3.x you could help a bit from beginning, but still a d4+1 mm is terrible compared to the d12+6 damage axe...
And right now, the wizard does some damage and his daily spells seem quite powerfull...
Spells in 3.5 were already very dull... in ADnD or 3.0 your spells could do wonderfull thinks... were terribly imbalanced and versatile... in 3.5 most versatile spells were broken up into different spells and were sometimes put on a lower spell level... scorching ray/flame arrow e.g. making them overpowered and dull...