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<blockquote data-quote="Ryltar" data-source="post: 5394967" data-attributes="member: 19393"><p>I absolutely agree. I just wrote up a Level 6 INQ using longbows for a Ravenloft game my DM is running, and the result was ... disappointing, to say the least. Base damage is pitiful; you have the chance to drastically increase that damage by going all-out with active judgment, bane ability and spell(s), but especially on low levels, this works for a very short time (and even so, the damage doesn't compare to that of an archery-specialized ranger or fighter). Sure, you have more versatility by using spells, but they are mostly minor self-buffs that make you waste an action to marginally increase Atk or Dmg, but if you want a decent chance to actually do damage, in the end you have to be continuously 'buffed'.</p><p></p><p>Granted, I rolled up a dwarf inquisitor, so there was some optimization potential left unused (human or elf would have worked better, for example), but the basic problem is the class design.</p><p></p><p>If you play it as a melee class, the Paladin is going to be the 'better' Inquisitor.</p><p>As a ranged character, you suffer from lack of feats and basically useless Teamwork feats. (Also, why exactly does an INQ get them in the first place? Because he's better at teamwork than everyone else? Only, not. Because he can solo them. Uh ...)</p><p></p><p>If you try to play it as a support class/caster, it *might* work, but only if all core roles are already filled. It can't stand on its own.</p><p></p><p>Witches and oracles, OTOH, work very well as written.</p><p></p><p>No experience so far with Alchemists or Cavaliers.</p></blockquote><p></p>
[QUOTE="Ryltar, post: 5394967, member: 19393"] I absolutely agree. I just wrote up a Level 6 INQ using longbows for a Ravenloft game my DM is running, and the result was ... disappointing, to say the least. Base damage is pitiful; you have the chance to drastically increase that damage by going all-out with active judgment, bane ability and spell(s), but especially on low levels, this works for a very short time (and even so, the damage doesn't compare to that of an archery-specialized ranger or fighter). Sure, you have more versatility by using spells, but they are mostly minor self-buffs that make you waste an action to marginally increase Atk or Dmg, but if you want a decent chance to actually do damage, in the end you have to be continuously 'buffed'. Granted, I rolled up a dwarf inquisitor, so there was some optimization potential left unused (human or elf would have worked better, for example), but the basic problem is the class design. If you play it as a melee class, the Paladin is going to be the 'better' Inquisitor. As a ranged character, you suffer from lack of feats and basically useless Teamwork feats. (Also, why exactly does an INQ get them in the first place? Because he's better at teamwork than everyone else? Only, not. Because he can solo them. Uh ...) If you try to play it as a support class/caster, it *might* work, but only if all core roles are already filled. It can't stand on its own. Witches and oracles, OTOH, work very well as written. No experience so far with Alchemists or Cavaliers. [/QUOTE]
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