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Can A Spell Caster Out Damage a Martial Consistently?
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<blockquote data-quote="Ashrym" data-source="post: 9588360" data-attributes="member: 6750235"><p>Except lots of adventures do have many traps and per your criteria I don't know if this one does or doesn't. I've been in adventures that require opening a lot of locks too. I don't care if the wizard in the B time might have knock prepped when he needs to cast it 10 times alerting everything around us the first 4 times when he runs out of those spell slots.</p><p></p><p>It's the lack of knowledge that leans me towards the rogue in the first place. Reliable and consistent.</p><p></p><p></p><p></p><p>Fireballs are terrible damage against CR2 monsters let alone what might be encountered in a 10th level adventure. Using 5 fireballs to kill 2 driders isn't helping your argument.</p><p></p><p>[ATTACH=full]396518[/ATTACH]</p><p></p><p>Do you really think team B has the spell slots to carry through this 10th level dungeon? Especially claiming fireball and then running into fire resistant opponents?</p><p></p><p></p><p></p><p>That's the opposite of going into a blind dungeon. Seems like you're backtracking now. I doubt it would matter in the dungeon I just gave as an example, though.</p><p></p><p></p><p></p><p>Who cares how many spells are prepared? They can't cast all of them with 15 spell slots especially if they're casting knock repeatedly and using several spells every encounter and using spells to bypass other non-combat encounters.</p><p></p><p>They aren't ending encounters with a single spell.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 9588360, member: 6750235"] Except lots of adventures do have many traps and per your criteria I don't know if this one does or doesn't. I've been in adventures that require opening a lot of locks too. I don't care if the wizard in the B time might have knock prepped when he needs to cast it 10 times alerting everything around us the first 4 times when he runs out of those spell slots. It's the lack of knowledge that leans me towards the rogue in the first place. Reliable and consistent. Fireballs are terrible damage against CR2 monsters let alone what might be encountered in a 10th level adventure. Using 5 fireballs to kill 2 driders isn't helping your argument. [ATTACH type="full" size="626x788"]396518[/ATTACH] Do you really think team B has the spell slots to carry through this 10th level dungeon? Especially claiming fireball and then running into fire resistant opponents? That's the opposite of going into a blind dungeon. Seems like you're backtracking now. I doubt it would matter in the dungeon I just gave as an example, though. Who cares how many spells are prepared? They can't cast all of them with 15 spell slots especially if they're casting knock repeatedly and using several spells every encounter and using spells to bypass other non-combat encounters. They aren't ending encounters with a single spell. [/QUOTE]
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Can A Spell Caster Out Damage a Martial Consistently?
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