Scion said:and there you have the difference between simple (which is incredibly easy), martial (which takes some training but can be used within a short period of time with said training) and exotic (which require very special training, potentially over a long period of time).![]()
ARandomGod said:I'm not buying that exotic takes very special training... at least not in the "exceptionally difficult in comparison to martial training" idea. I do, on the other hand, see it as taking special training in the "difficult to access this training". And the feat pretty much represents finding a trainer.
Of course, that's all semantics.
ARandomGod said:I'm not buying that exotic takes very special training... at least not in the "exceptionally difficult in comparison to martial training" idea. I do, on the other hand, see it as taking special training in the "difficult to access this training". And the feat pretty much represents finding a trainer.
Of course, that's all semantics.
Scion said:I really dont see the 'hard to access this training' as being a real condition for most exotic weapons however. That would, to me, seem to say that cross class skills take more points because you had a hard time finding a trainer for it, instead of it simply being difficult for the training you were doing.
ARandomGod said:Well, I suppose to be fair I don't see cross class skills as being more difficult for the training you've been doing either. I see that as an arbitrary punishment to enforce stereotypes and/or preserve game balance.
Zimbel said:I've also seen it used in a current game from LV 1-4. My opinion is that for that game, it's a bit weak, since at low levels, with few of the support feats, its advantages don't outweigh the disadvantage of not having a shield. Note that we are frequently swarmed with many, many low CR creatures, so AC ends up being more important than normal (+2 to AC in some combats would have 1/2ed the damage received).
The real problem at LV 14+ is not that the spiked chain is weak- it's that major spellcasters blow through the roof in power somewhere around that level (Sorcerer a bit earlier, Cleric a bit later). All weapons are weak by LV 15 or so; the primary purpose of front liners becomes meat-shielding, not damage dealing. When I played a high-level sorcerer, my character was nearly the offensive strength of the rest of the entire party - and that was a party that was heavily pumped by her spells.
All of that has been our experience too (playing from lvl 4 to lvl 19 -- 2 years RL playing time). Our Sor 16 is at his best when he's hampering opponents or when he's casting chained versions of Fly, etc. Still, he really does like the blasting better.Victim said:Our sorcerers have proved more useful for battlefield control and buffs at higher levels than for damage dealing. ..... The biggest thing that slows us down is DR, .....It's also alot easier to ward against energy attacks than it is to get DR and such.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.