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Concept: ToB-style Casters.
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<blockquote data-quote="Arkhandus" data-source="post: 4399715" data-attributes="member: 13966"><p>Problematic. A nice, simple houserule, but problematic.</p><p></p><p>While it means some difficulty in using multiple Fireballs or similar in a single combat, it makes the casters fully-powered in every fight and every situation out of combat. The only semblance of balance as-is is that casters have to carefully manage their small number of spells per day while a non-caster can fight and use skills at full effectiveness all the time.</p><p></p><p>Why play a Swordsage, for instance, when this Battlemage can hurl Fireballs, Lightning Bolts, Scorching Rays, Magic Missiles, and such at the same levels a Swordsage would get Death Mark or whatnot? Fireball and Lightning Bolt have greater range and area of effect usually, and don't require getting right in the opponent's face and hitting his AC first. Sure, Death Mark is a bit more impressive in damage for a few levels, but worse overall.</p><p></p><p>Scorching Ray kicks the crud outta Fan the Flames in just a few levels likewise, and is available sooner. Magic Missile stomps all over the 1st-level maneuvers, though it takes a few levels for it to become entirely superior (at first it's just the auto-hit, force effect, and great range, until it starts growing in damage). Meteor Swarm and Prismatic Spray make Inferno Blast look kinda weak and really limited, especially if Greater Metamagic Rods are involved.</p><p></p><p>But the real problem isn't so much the damage output (which seesaws back and forth between slightly worse at a few levels to decidedly better at most levels), but the utility capacities. Lots of teleportation. Lots of Knock and Arcane Lock spells. Lots of Summon Monster spells to handle any task with free, magic-using labor. Lots of Dispel Magics and Erases. Lots of Enervates and Contagions. Lots of Fly and Overland Flight spells. Lots of Water Breathing and Stone Shape and Flesh to Stone and Stone to Flesh spells. Lots of Disintegrates and Feebleminds and Cloudkills. Lots of Shatters and Invisibilities and Detect Thoughts and Suggestions. Lots of Charm Persons and Dominate Persons and Geases.</p><p></p><p>The problem is infinitely worse if these casters have access to divine spells as well as arcane ones.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4399715, member: 13966"] Problematic. A nice, simple houserule, but problematic. While it means some difficulty in using multiple Fireballs or similar in a single combat, it makes the casters fully-powered in every fight and every situation out of combat. The only semblance of balance as-is is that casters have to carefully manage their small number of spells per day while a non-caster can fight and use skills at full effectiveness all the time. Why play a Swordsage, for instance, when this Battlemage can hurl Fireballs, Lightning Bolts, Scorching Rays, Magic Missiles, and such at the same levels a Swordsage would get Death Mark or whatnot? Fireball and Lightning Bolt have greater range and area of effect usually, and don't require getting right in the opponent's face and hitting his AC first. Sure, Death Mark is a bit more impressive in damage for a few levels, but worse overall. Scorching Ray kicks the crud outta Fan the Flames in just a few levels likewise, and is available sooner. Magic Missile stomps all over the 1st-level maneuvers, though it takes a few levels for it to become entirely superior (at first it's just the auto-hit, force effect, and great range, until it starts growing in damage). Meteor Swarm and Prismatic Spray make Inferno Blast look kinda weak and really limited, especially if Greater Metamagic Rods are involved. But the real problem isn't so much the damage output (which seesaws back and forth between slightly worse at a few levels to decidedly better at most levels), but the utility capacities. Lots of teleportation. Lots of Knock and Arcane Lock spells. Lots of Summon Monster spells to handle any task with free, magic-using labor. Lots of Dispel Magics and Erases. Lots of Enervates and Contagions. Lots of Fly and Overland Flight spells. Lots of Water Breathing and Stone Shape and Flesh to Stone and Stone to Flesh spells. Lots of Disintegrates and Feebleminds and Cloudkills. Lots of Shatters and Invisibilities and Detect Thoughts and Suggestions. Lots of Charm Persons and Dominate Persons and Geases. The problem is infinitely worse if these casters have access to divine spells as well as arcane ones. [/QUOTE]
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Community
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Concept: ToB-style Casters.
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