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General Tabletop Discussion
*Pathfinder & Starfinder
Class Balance - why?
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<blockquote data-quote="Elf Witch" data-source="post: 5783400" data-attributes="member: 9037"><p>I guess I just don't understand this part of the issue at all. Okay so a wizard can teleport when they are able to do fifth level spells which is not until 9 level and even then they can't teleport the entire party. So I don't see how the wizard is just getting around the encounter with the troll under the bridge.</p><p></p><p>And just who has an issue with this the other players or the DM? If it is the other players well since they have to be willing to be teleported they can simply refuse. If the DM is the one with the issue he can accept that it can happen and plan for he can take it out of his game. But the dM needs to accept that players will find ways around carefully crafted encounters. </p><p></p><p>As for all your other examples bards can use bardic knowledge to find that ancient library clerics can use spells to make the maze easier. </p><p></p><p>You brought up using etherealness which both clerics and wizards get. Wizards can get it at 16 level but they can only change themselves and one other person then at 19 level they can take two and epic level of 22 can take three. That is hardly over powered or game breaking at that level.</p><p></p><p>Most of these things that people claim make very little sense to me what the wizard is going to cast these spells and leave most of the party behind?</p><p></p><p>Also in my groups no just does things we say I can do this and the entire party decides if they want to do it. So a simple balancing thing is the party says no we don't want to bypass this using magic. If the wizards goes ahead fine they are now separated from the party. If that happened in my game I would give the rest of the party the most attention leaving the player playing the wizard with little to do. </p><p></p><p>I have found that players in my games want the wizard to have the ability to do spells like web and other spells that help the party with encounters. Teleport was used recently in our game to so the wizard could teleport back the warlock who had been level drained by a vampire to a temple to get help we were to far from any help otherwise. Without he would have suffered permanent level drain.</p><p></p><p>All these example people give me are usually things that take place at higher levels and really don't allow the wizard to just run roughshod over the party.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 5783400, member: 9037"] I guess I just don't understand this part of the issue at all. Okay so a wizard can teleport when they are able to do fifth level spells which is not until 9 level and even then they can't teleport the entire party. So I don't see how the wizard is just getting around the encounter with the troll under the bridge. And just who has an issue with this the other players or the DM? If it is the other players well since they have to be willing to be teleported they can simply refuse. If the DM is the one with the issue he can accept that it can happen and plan for he can take it out of his game. But the dM needs to accept that players will find ways around carefully crafted encounters. As for all your other examples bards can use bardic knowledge to find that ancient library clerics can use spells to make the maze easier. You brought up using etherealness which both clerics and wizards get. Wizards can get it at 16 level but they can only change themselves and one other person then at 19 level they can take two and epic level of 22 can take three. That is hardly over powered or game breaking at that level. Most of these things that people claim make very little sense to me what the wizard is going to cast these spells and leave most of the party behind? Also in my groups no just does things we say I can do this and the entire party decides if they want to do it. So a simple balancing thing is the party says no we don't want to bypass this using magic. If the wizards goes ahead fine they are now separated from the party. If that happened in my game I would give the rest of the party the most attention leaving the player playing the wizard with little to do. I have found that players in my games want the wizard to have the ability to do spells like web and other spells that help the party with encounters. Teleport was used recently in our game to so the wizard could teleport back the warlock who had been level drained by a vampire to a temple to get help we were to far from any help otherwise. Without he would have suffered permanent level drain. All these example people give me are usually things that take place at higher levels and really don't allow the wizard to just run roughshod over the party. [/QUOTE]
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Class Balance - why?
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