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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="The Crimson Binome" data-source="post: 6273841" data-attributes="member: 6775031"><p>Of course, nobody will be able to afford plate for a few levels, and in the long run it is entirely feasible for a mage to boost Dex to compensate. The best starting armor, either medium or heavy, is going to be AC 16.</p><p></p><p>The real problem is that there's zero reason for a mage, upon gaining proficiency with shields, to ever <em>not</em> use a shield - it only takes one hand to use your focus. Shields give a huge boost, under Bounded Accuracy, because there's supposed to be some sort of trade-off, but you're not losing anything here. Then of course, there's also no reason to <em>not</em> take the +1 AC fighting style, since you probably won't be making weapon attacks anyway; again, it's an obvious choice with no trade-off involved. The third problem is that <em>one</em> level of mage is only a hindrance if it's an <em>odd</em> level, which makes it really hard to balance against any particular amount of AC.</p><p></p><p>(It's also weird and counter-intuitive, but it's possibly even more beneficial to add two levels of paladin instead of one level of fighter. Because of the crazy multi-class rules, it's the same hit to your effective caster level, but you get to add <em>cure wounds</em> to your spell list. )</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6273841, member: 6775031"] Of course, nobody will be able to afford plate for a few levels, and in the long run it is entirely feasible for a mage to boost Dex to compensate. The best starting armor, either medium or heavy, is going to be AC 16. The real problem is that there's zero reason for a mage, upon gaining proficiency with shields, to ever [I]not[/I] use a shield - it only takes one hand to use your focus. Shields give a huge boost, under Bounded Accuracy, because there's supposed to be some sort of trade-off, but you're not losing anything here. Then of course, there's also no reason to [I]not[/I] take the +1 AC fighting style, since you probably won't be making weapon attacks anyway; again, it's an obvious choice with no trade-off involved. The third problem is that [I]one[/I] level of mage is only a hindrance if it's an [I]odd[/I] level, which makes it really hard to balance against any particular amount of AC. (It's also weird and counter-intuitive, but it's possibly even more beneficial to add two levels of paladin instead of one level of fighter. Because of the crazy multi-class rules, it's the same hit to your effective caster level, but you get to add [I]cure wounds[/I] to your spell list. ) [/QUOTE]
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Casting spells in armour: Do you think the final game will change this?
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