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General Tabletop Discussion
*Dungeons & Dragons
Casting spells in armour: Do you think the final game will change this?
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<blockquote data-quote="Dausuul" data-source="post: 6273727" data-attributes="member: 58197"><p>Question: If you're sacrificing one level of wizard (not just spellcasting--remember that you're also delaying access to your specialty benefits!) for a bonus to AC, how big should the bonus be?</p><p></p><p>Right now, a wizard with Dex 14 and <em>mage armor</em> has AC 15, while a wizard in plate with a shield and the Defense fighting style has AC 21. So that lost wizard level is buying you +6 AC, four hit points, a 1d6+1 Second Wind, and nothing else worth noting. Seems fair to me. If you need your AC often enough for this to be a big deal, then either a) you are in a party without front-line warriors, in which case you have troubles enough already, or b) your front-line warriors aren't doing their jobs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Now, I agree the mountain dwarf wizard is getting off a bit too easy. You get +2 AC just for being a dwarf, and for the cost of a feat you get another +2 <em>and DR equal to your Con modifier</em>. The fact that you aren't having to give up any wizard levels puts this over the line for me.</p><p></p><p>Action Surge is a whole other issue. There's a separate balance concern there; you shouldn't be able to use Action Surge to cast spells.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 6273727, member: 58197"] Question: If you're sacrificing one level of wizard (not just spellcasting--remember that you're also delaying access to your specialty benefits!) for a bonus to AC, how big should the bonus be? Right now, a wizard with Dex 14 and [I]mage armor[/I] has AC 15, while a wizard in plate with a shield and the Defense fighting style has AC 21. So that lost wizard level is buying you +6 AC, four hit points, a 1d6+1 Second Wind, and nothing else worth noting. Seems fair to me. If you need your AC often enough for this to be a big deal, then either a) you are in a party without front-line warriors, in which case you have troubles enough already, or b) your front-line warriors aren't doing their jobs. :) Now, I agree the mountain dwarf wizard is getting off a bit too easy. You get +2 AC just for being a dwarf, and for the cost of a feat you get another +2 [I]and DR equal to your Con modifier[/I]. The fact that you aren't having to give up any wizard levels puts this over the line for me. Action Surge is a whole other issue. There's a separate balance concern there; you shouldn't be able to use Action Surge to cast spells. [/QUOTE]
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Casting spells in armour: Do you think the final game will change this?
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