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General Tabletop Discussion
*Dungeons & Dragons
Balance at high levels - and a possible house rule
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<blockquote data-quote="Asisreo" data-source="post: 8003378" data-attributes="member: 7019027"><p>The reason spellcasters aren't as regarded with magic items are that they actually don't have as many <em>viable</em> options as a martial in terms of their use. The increase in power is usually lateral as well, rather than an actual increase. </p><p></p><p>For example, a wand of fireball needs a spellcaster, it gives the user access to more or fireballs or stronger fireballs. You can certainly upcast from it but...it would be much more economic to cast one charge at a time than upcast for (3-5)d6 extra damage. Plus, it might not recover <em>all</em> of it's charges in a day. Besides that, your spellcasting DC might be larger than the given save of 15, since you could achieve that at level 4. But sometimes, you don't need to cast fireball. If you do, it's nice but it begins to fall off significantly. </p><p></p><p>Now take a +2 weapon. Same rarity but a martial will almost always use it because it directly enhances their means to attack. It enhances your to-hit and damage as well while spellcaster's weapons are usually just a spell. </p><p></p><p>Wand of the War Mage is actually quite bad. It only increases attack rolls, not damage, and it relies on attack rolls. After tier 2, you're probably not casting attack roll spells anytime soon. </p><p></p><p>In fact, the only magic item in the DMG that boosts a spellcaster's save DC is exclusive to Warlocks. And there are no magic items that flat increase spell damage, unlike martial's magic weapons. </p><p></p><p>And while it's true spellcasters can use the miscellaneous items as much as a martial, they must sacrifice an attunement slot to do something they might've already been able to do. Spellcasters don't usually need wings of flying, alot can just fly by themselves. It's nice to have it for an hour without a spellslot but attunement slots can be more precious.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8003378, member: 7019027"] The reason spellcasters aren't as regarded with magic items are that they actually don't have as many [I]viable[/I] options as a martial in terms of their use. The increase in power is usually lateral as well, rather than an actual increase. For example, a wand of fireball needs a spellcaster, it gives the user access to more or fireballs or stronger fireballs. You can certainly upcast from it but...it would be much more economic to cast one charge at a time than upcast for (3-5)d6 extra damage. Plus, it might not recover [I]all[/I] of it's charges in a day. Besides that, your spellcasting DC might be larger than the given save of 15, since you could achieve that at level 4. But sometimes, you don't need to cast fireball. If you do, it's nice but it begins to fall off significantly. Now take a +2 weapon. Same rarity but a martial will almost always use it because it directly enhances their means to attack. It enhances your to-hit and damage as well while spellcaster's weapons are usually just a spell. Wand of the War Mage is actually quite bad. It only increases attack rolls, not damage, and it relies on attack rolls. After tier 2, you're probably not casting attack roll spells anytime soon. In fact, the only magic item in the DMG that boosts a spellcaster's save DC is exclusive to Warlocks. And there are no magic items that flat increase spell damage, unlike martial's magic weapons. And while it's true spellcasters can use the miscellaneous items as much as a martial, they must sacrifice an attunement slot to do something they might've already been able to do. Spellcasters don't usually need wings of flying, alot can just fly by themselves. It's nice to have it for an hour without a spellslot but attunement slots can be more precious. [/QUOTE]
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