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General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5782222" data-attributes="member: 5143"><p>It sounds like your character isn't nearly as optimized as the game lets you be. The Wizards I've seen started with a 20 in their Int, then they put every point into it. They've gotten a +6 Int item as soon as possible, crafting it so they can get it cheaply. That increases the save DCs to the maximum on all their spells and gives them more spells per day. Then they've taken feats to increase their spell DCs, preferably 2 or 3 feats to do so. Then taken a PrC to increase it again.</p><p></p><p>That way, when you cast a Save or Die spell, the average enemy fails on less than a 16. That way, it isn't a special event when it happens, it's the majority of the time. And in order to make sure they die, you should prepare one of the Save or Die spells Quickened so you can cast 2 of them in the same round.</p><p></p><p>I remember one encounter we played where the DM pulled out this big nasty creature, who was CR 16. It was the first time he had ever run a monster that powerful before. He looked at its abilities and thought "This is insane, I've never DMed a monster this powerful before, but I think it's going to kill all of them." We were all around 13-14th level. Our 14th level Wizard cast a Quickened True Strike followed by a Disintegrate. It died on round one.</p><p></p><p>Most encounters in D&D take place against 1 or 2 big monsters. It sounds like your DM doesn't do that. Which favors the other characters until you switch spells. If he is sticking with the proper EL rules, then a number of enemies mean they are all lower CR, which means a lot less hitpoints and saves. In this sort of game it's best to switch to area of effect spells, to kill more than one at a time. Spells like Cloudkill, Fireball, and Glitterdust become your best friends.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5782222, member: 5143"] It sounds like your character isn't nearly as optimized as the game lets you be. The Wizards I've seen started with a 20 in their Int, then they put every point into it. They've gotten a +6 Int item as soon as possible, crafting it so they can get it cheaply. That increases the save DCs to the maximum on all their spells and gives them more spells per day. Then they've taken feats to increase their spell DCs, preferably 2 or 3 feats to do so. Then taken a PrC to increase it again. That way, when you cast a Save or Die spell, the average enemy fails on less than a 16. That way, it isn't a special event when it happens, it's the majority of the time. And in order to make sure they die, you should prepare one of the Save or Die spells Quickened so you can cast 2 of them in the same round. I remember one encounter we played where the DM pulled out this big nasty creature, who was CR 16. It was the first time he had ever run a monster that powerful before. He looked at its abilities and thought "This is insane, I've never DMed a monster this powerful before, but I think it's going to kill all of them." We were all around 13-14th level. Our 14th level Wizard cast a Quickened True Strike followed by a Disintegrate. It died on round one. Most encounters in D&D take place against 1 or 2 big monsters. It sounds like your DM doesn't do that. Which favors the other characters until you switch spells. If he is sticking with the proper EL rules, then a number of enemies mean they are all lower CR, which means a lot less hitpoints and saves. In this sort of game it's best to switch to area of effect spells, to kill more than one at a time. Spells like Cloudkill, Fireball, and Glitterdust become your best friends. [/QUOTE]
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Class Balance - why?
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