Brown Jenkin
So the fighter outshines the wizard at low levels and sometimes at high levels as well. But since the wizard outshines the fighter at other times at higher levels they need to be scaled back. Do I have this right? Is there any time that a wizard should outshine the fighter?
I think wizards should be given d6 hp/level and more spells at the low levels, so they can keep up with a low-level fighter. However, I don't think
haste plus
improved invisibilty plus
disintegrate and then
disintegrate makes for a fun playing experience.
It didn't help that only incorporeal creatures and Chosen of Mystra are immune to
disintegrate, and it's pretty easy to tell if you're fighting the former.
I recently used three barbed devils [3.5] in an encounter. Running the encounter without knowing the stats for
scorching ray was pretty difficult, but we all had fun. The encounter actually lasted six rounds, due to their high AC and hit points, good saves and SR. In the end, the party actually felt challenged, and used up some resources too, rather than ending the battle in round one with a
hold monster or two followed by sneak attack action
Cloudgatherer,
you double posted
Buzzard
You did not get my point. The Wizard does not stand up front. He never stands up front. He doesn't have to take the pounding (or poison, or level drain, or ability drain, etc.). I can accept that he who takes the risks gets the rewards.
Your DM must be nicer than mine. I've faced spellcasters, summoned or mobile creatures, archers, etc. Personally I think wizards have too strong offense and not enough defense. It's like I'm always only one roll from death. Sheesh, one good
chain lightning could take me out. Conversely, I can pretty much end an encounter with a single
confusion spell, which also isn't that much fun.
ByronD
it has been revealed that weapon and ammo enhancements no longer stack
Really?!
Hong
Eh. Why on earth would you want to put GMW on the arrow, when the DR is in the material? The cost is in getting those adamantium, cold iron and whatnot arrows in the first place. Not to mention that bow and arrow bonuses won't stack anymore, apparently.
Simple. I can still carry around a +1 flaming burst bow, then get +4 cold iron arrows, for a total of +4 to hit and damage, plus another +1d6 damage, and cold iron penetration.