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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Are Casters 'still' way better than noncasters after level 6?
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<blockquote data-quote="Kaiyanwang" data-source="post: 5284679" data-attributes="member: 91656"><p>Your unbeatable wizard could be an AMF or mage disjunction away. Moreover, if the story twists, be prepared for X makes you not prepared for Y. I've yet to see, in a world filled with powerful dragons, fiends, and mosnsters with all sort of special ability, the perfect defense. Or at least, the pratical perfect defense, with all the right spells cast in the right time, the right magic items in place at the right time, and so on.</p><p></p><p></p><p></p><p>What if barghests or beats of bane feast on her? Moreover, most of your examples are features and andventures hooks, not problems! And... a lot of things can be fixed and remedied, but the spell must be cast after an adventure, or at the start of an adventure. I guess we really have different, different gamestyles.</p><p></p><p>If the level raises, what's at stake raises in relevance too. PCs can "fix" easily what was a problem in previous levels, like a fighter can one-shot what was a "boss" in previous levels. High level play? <em>Current</em> problems would be world-shattering, not things fixable with a spell.</p><p></p><p></p><p></p><p>You mean here a lot of magic items to make the BBEG unbeatable? I meant a wise use of spells (ONOEZ SCRY&DIE ---> forbiddance, fortress in a zone immune to teleport - they DO EXIST, see spell text). If there are spells to protect the wiz, same spells will be cast on enemy spellcasters. Players will learn to deal with their weapons.</p><p></p><p></p><p></p><p>Again, we play differently. I see how, raising in level, the players have more chance to change the world and the story.. BUT THIS IS HOW IT SHOULD BE. They will grow, bargain with powerful beings, build empire.. what's the sense of being powerful if you don't have an influence on the world? What's the sense of stretching the same power level for ever phase of the PC career?</p><p></p><p>Moreover, ou assume spells alwas working, and cast to resolve a situation. Teleport and planeshift, are there to START a situation, or to avoid the "adventurous journey of the party nr 45". </p><p></p><p></p><p>First and foremost, altering the spell list is perfectly reasonable, since, IMO, the game is a big toolbox and if one, as an example, needs a world in wich magic is exclusively enchantment and illusions, just uses those spells. </p><p></p><p>Secondly, the ways you can just screw a player, spellcaster or not, targeting him or something/someone he cares, are just too many. The world expanded. The <em>problems</em> expanded.</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Kaiyanwang, post: 5284679, member: 91656"] Your unbeatable wizard could be an AMF or mage disjunction away. Moreover, if the story twists, be prepared for X makes you not prepared for Y. I've yet to see, in a world filled with powerful dragons, fiends, and mosnsters with all sort of special ability, the perfect defense. Or at least, the pratical perfect defense, with all the right spells cast in the right time, the right magic items in place at the right time, and so on. What if barghests or beats of bane feast on her? Moreover, most of your examples are features and andventures hooks, not problems! And... a lot of things can be fixed and remedied, but the spell must be cast after an adventure, or at the start of an adventure. I guess we really have different, different gamestyles. If the level raises, what's at stake raises in relevance too. PCs can "fix" easily what was a problem in previous levels, like a fighter can one-shot what was a "boss" in previous levels. High level play? [I]Current[/I] problems would be world-shattering, not things fixable with a spell. You mean here a lot of magic items to make the BBEG unbeatable? I meant a wise use of spells (ONOEZ SCRY&DIE ---> forbiddance, fortress in a zone immune to teleport - they DO EXIST, see spell text). If there are spells to protect the wiz, same spells will be cast on enemy spellcasters. Players will learn to deal with their weapons. Again, we play differently. I see how, raising in level, the players have more chance to change the world and the story.. BUT THIS IS HOW IT SHOULD BE. They will grow, bargain with powerful beings, build empire.. what's the sense of being powerful if you don't have an influence on the world? What's the sense of stretching the same power level for ever phase of the PC career? Moreover, ou assume spells alwas working, and cast to resolve a situation. Teleport and planeshift, are there to START a situation, or to avoid the "adventurous journey of the party nr 45". First and foremost, altering the spell list is perfectly reasonable, since, IMO, the game is a big toolbox and if one, as an example, needs a world in wich magic is exclusively enchantment and illusions, just uses those spells. Secondly, the ways you can just screw a player, spellcaster or not, targeting him or something/someone he cares, are just too many. The world expanded. The [I]problems[/I] expanded. [/QUOTE] [/QUOTE]
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Are Casters 'still' way better than noncasters after level 6?
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