Hypersmurf
Moderatarrrrh...
It's just a slightly tweaked kensai/weapon master. Y'know, the one in S&F and OA.
[shrug] I don't have WoT, so I assumed people knew what they were talking about

-Hyp.
It's just a slightly tweaked kensai/weapon master. Y'know, the one in S&F and OA.
Marshall said:
1e and 2e had the 10d6 damage caps because HD maxed out at 10. When 3e came along, the damage caps stayed but everyone got a full HD for every level and a full CON bonus for every level. That 10d6, doesnt amount to very dangerous, if you have 20d10 + 20x6 HP.
Al said:
Now they're being scaled back too far. With save-or-dies gone, and disablers being hugely scaled back (especially Hold) and with lower DCs (due to Spell Focus nerfs), the wizards are more-or-less restricted to straight blasting spells. Assuming that the new save-or-dies do 20d6+(level)d6, disintegrate does 31d6 or a failed save and 5d6 on a pass. Assuming a 50/50 save rate against most opponents (remember the save nerfs)
Now add to that the meleeist's better AC, better HPs and unlimited usage of his abilities (as opposed to the wizard's restricted number of spells/day) and the 3.5e meleeists tend to overshadow the wizards.
Elder-Basilisk said:That's probably not a valid comparison. Cone of Cold is a 5th level area effect spell, while Disintegrate is a 6th level single target ranged touch attack.
If you want to see the stupidity of the Disintegrate change WRT old spells, compare it to Otiluke's Freezing Sphere (ray version). 40d6 or 15d6. Your choice.
drnuncheon said:Again: as opposed to 3e, where it is effectively infinited6 vs 15d6?
That argument just doesn't stand up. I don't know why people keep making it.
If the change is "stupid" because the spell is overpowered compared to Cone of Cold or Freezing Sphere, then it was even stupider in 3e, because the spell was more powerful.
Does putting numbers in the spell description somehow cause people to stop thinking?
navriin said:someone will always complain about something
so what if the mage can't do 120 points of damage? can the fighter magically go invisible? open doors with a wave of his hand? teleport across the world? solve any problem by thinkingh up a new spell?
the mages strength is versatility. sure you can buy magic items to do neat things, but the mage(wizard i know) can buy magic items AND cast spells. and i don't know how things go in your games, but in mine the casters still seem to be the most effective on the combat field. if your damage spells don't work, be creative, their are hundres of spells that do more useful things besides xdy damage
and don't even complain because you can't keep up with a twinky made with broken classes, totally irrelevant