More than I can say, that's for sure.SHARK said:What do you think?
The flip side of this though is that while 4th-level characters might have reasonable Feats, Skills, and BAB for competent adults, they also have four Hit Dice -- a bit much unless you want to change the combat system to deal out more damage (perhaps by increasing Crit Threat ranges). And 4th-level spellcasters aren't just "competent".I'm convinced. 1st level is far weaker than a "typical person" should be, under 3e rules. I leaning towards the average adult hovering between 3rd and 5th level their entire lives.
jgbrowning said:How do you deal with a troop of 10
Dust of Disappearance (this cannot be seen by see invisibility or purged by invisiblity purge, it takes a true seeing spell)/flying/blinking or dimension dooring or teleporting/ non-concentrated wizards (ie spread out) who are using wands of (silenced) fireball?
Thats roughly 12,000 sq feet of 7d6 fire immolation within one round. If you have soldiers in formation with one every 5 feet thats 2400 soldiers, so probably around 1500-2000 get hit given non-maximazation. With an army of 10,000 they'll all get hit within a single minute.
As reapersaurus points out though, that's probably because that's how you naturally imagine magic playing out on the battlefield. There's nothing wrong with that, but we have to acknowledge that a half-dozen hobbyists imagining all the consequences of magic can't possible come up with what would really happen in a fantasy world.Well, to answer your question, I have no problem at all integrating magic into the world, and having it effect the battlefield in numerous ways. In my campaign, has it made armies obselete? Well, no, it hasn't. Has it made the infantry or knights useless and obselete? No, it hasn't. Mages operate to support and protect the military forces around them, as well as to serve as specialized mass-fire-power shock troops.
WizarDru said:All of whom can be painted with Glitterdust. Not that hard to find some low level rogues to use some wands for that purpose. We're also assuming a flat plain with perfect line of sight, are bunched close together, fail their Reflex saves and so forth. All of which is irrelevant, I'm guessing, because of what Shark stated straight out, and which writers like Glen Cook have illustrated: casters have a levelling effect. We could easily create examples and then counter-examples and still more counter-examples....but that's not really the point.
That is to say that both sides have casters, and both sides defend armies as much as attack them. With high-powered mages and clerics on both sides, you don't send all your high powered mages to the front-lines, unprotected. A 'magic-sapper' team could easily paint them, start shooting them with glitterdusts, dispels and so forth from wands, allowing the enemy's spellcasters to target THEM. [/B]
Never mind things like meteor swarms, mazes, destruction, finger of death, and on and on and on. It's a risky business, and you don't put your rarest and most expensive weapons on the front line at risk, if you can help it, methinks. [/B]
Moreover, those 10 mages can't HOLD the land, and they have to sleep sometime. They can't maintain supply lines, and they can't be everywhere at once. They can do a lot, it's true, but there's more to a military operation than just pure killing power. [/B]
One thing the DMG doesn't touch on much is that a "proper" dungeon scenario should present a reason why just four guys are taking on the bad guy. Why hasn't the local Duke called his knights to arms? At epic levels, this is actually easier to explain; only our epic-level heroes have the magic to even get to the bad guy, or to divine where he'll appear next and teleport there, or to survive the hostile environment of his den within the volcano, and so on.For example, the premise in the game books is that a four-person party is assumed to do all of these great things. Hmmph!![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.