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Casters vs Mundanes in your experience
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<blockquote data-quote="Neonchameleon" data-source="post: 5912099" data-attributes="member: 87792"><p>Oh, indeed. I grew up with powerful wizards like Gandalf. Who casts what? Six spells in the whole of Lord of the Rings? A <em>1E</em> 5th leven wizard can manage that in <em>one day</em>. And Gandalf was, IIRC, statted as a 4th level druid in AD&D. Gandalf is strong, we both agree that. But he can't touch the raw magical power of a classic D&D wizard.</p><p> </p><p></p><p> </p><p>All good things. Using DM time and houseruling to get past the problems with 3.X</p><p> </p><p></p><p> </p><p>Which means you're spending even more DM time forcing the game past the weaknesses of the spellcasters. I'm on the other hand regularly used to throwing away my notes as if I offer my PCs a labyrinth they are as likely to climb up and walk on top of the walls, looking down at the obstacles, as turn left or right. And this is where wizards really shine - not so much defeating the encounters as making them <em>irrelevant</em>.</p><p> </p><p></p><p></p><p>And that worries me. I read a statement like that and understand that the DM decides in advance how the victory is going to be won. To me as a DM that's anathema. The players decide how they are going to win.</p><p> </p><p></p><p></p><p>This is fair enough. I'd recommend you give the <a href="http://www.google.co.uk/url?q=http://code.google.com/p/awesometome/&sa=U&ei=UMqzT5L4Is-l8gOjq-S-CQ&ved=0CBQQFjAA&usg=AFQjCNFMwfrsXiYJNr6YqIM9_QaCTqxokQ" target="_blank">Tome of Awesome</a> a look. It seems to be geared to the game you want to play and is excellent reading in its own right.</p><p> </p><p></p><p></p><p>Monks I get. But why <em>rogues?</em> Reflex saves are generally the ones that wizards don't want to attack. And a spell that will end an encounter is <em>Teleport</em>.</p><p> </p><p></p><p> </p><p>SR is simply a pest for casters. Most of the conjuration school ignores it. And some of the spells (glitterdust, evard's black tentacles, and cloudkill spring to mind) are pretty debilitating.</p><p> </p><p></p><p> </p><p>Angel Summoner and BMX Bandit is an exaggeration for comic effect. What's much more common is you get situations like:</p><p> </p><p>"Frodo. You must take this ring to the Mountain of Doom and throw it in though you know not the way." </p><p>"No. But I know where it <em>is</em>. I'll study it on maps tonight before dinner. Between pre-breakfast and breakfast I'll prepare three <a href="http://www.d20srd.org/srd/spells/teleport.htm" target="_blank">Teleport</a> spells. We leave after breakfast. And should be back in time for brunch."</p><p> </p><p>"Drave. The drow are coming boiling up from that cave complex in three days."</p><p>"Earthquake, Earthquake, and Earthquake. Any of it left?"</p><p> </p><p>"Felf. You can not help. These are dedicated mage slayers and <em>immune to magic</em>."</p><p>"A dozen of them? <em>Evard's Black Tentacles </em>to hold them in place, then <em>Cloudkill</em>." Spell resistance or immunity just prevent direct effects.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5912099, member: 87792"] Oh, indeed. I grew up with powerful wizards like Gandalf. Who casts what? Six spells in the whole of Lord of the Rings? A [I]1E[/I] 5th leven wizard can manage that in [I]one day[/I]. And Gandalf was, IIRC, statted as a 4th level druid in AD&D. Gandalf is strong, we both agree that. But he can't touch the raw magical power of a classic D&D wizard. All good things. Using DM time and houseruling to get past the problems with 3.X Which means you're spending even more DM time forcing the game past the weaknesses of the spellcasters. I'm on the other hand regularly used to throwing away my notes as if I offer my PCs a labyrinth they are as likely to climb up and walk on top of the walls, looking down at the obstacles, as turn left or right. And this is where wizards really shine - not so much defeating the encounters as making them [I]irrelevant[/I]. And that worries me. I read a statement like that and understand that the DM decides in advance how the victory is going to be won. To me as a DM that's anathema. The players decide how they are going to win. This is fair enough. I'd recommend you give the [url=http://www.google.co.uk/url?q=http://code.google.com/p/awesometome/&sa=U&ei=UMqzT5L4Is-l8gOjq-S-CQ&ved=0CBQQFjAA&usg=AFQjCNFMwfrsXiYJNr6YqIM9_QaCTqxokQ]Tome of Awesome[/url] a look. It seems to be geared to the game you want to play and is excellent reading in its own right. Monks I get. But why [I]rogues?[/I] Reflex saves are generally the ones that wizards don't want to attack. And a spell that will end an encounter is [I]Teleport[/I]. SR is simply a pest for casters. Most of the conjuration school ignores it. And some of the spells (glitterdust, evard's black tentacles, and cloudkill spring to mind) are pretty debilitating. Angel Summoner and BMX Bandit is an exaggeration for comic effect. What's much more common is you get situations like: "Frodo. You must take this ring to the Mountain of Doom and throw it in though you know not the way." "No. But I know where it [I]is[/I]. I'll study it on maps tonight before dinner. Between pre-breakfast and breakfast I'll prepare three [url=http://www.d20srd.org/srd/spells/teleport.htm]Teleport[/url] spells. We leave after breakfast. And should be back in time for brunch." "Drave. The drow are coming boiling up from that cave complex in three days." "Earthquake, Earthquake, and Earthquake. Any of it left?" "Felf. You can not help. These are dedicated mage slayers and [I]immune to magic[/I]." "A dozen of them? [I]Evard's Black Tentacles [/I]to hold them in place, then [I]Cloudkill[/I]." Spell resistance or immunity just prevent direct effects. [/QUOTE]
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