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D&D Next Q&A: Caster Level, Multiclassing & The Apprentice Tier
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<blockquote data-quote="pemerton" data-source="post: 6117872" data-attributes="member: 42582"><p>In 4e, Overland Flight is a 20th level ritual. At 16th level, sorcerers have Dominant Winds at-will, to fly themselves or an ally as a move action; at 22nd level, wizards have Mass Fly to give the whole party flight as a standard action. So I would say that if the players find their PCs trapped in an exploding volcano with not enough time to cast Overland Flight, but no other quicker options for flying out of there, they need to revisit their power selections!</p><p></p><p>I completely agree, and was saying as much in the earlier L&L thread discussing apprentice tier. My view is that newbies need low complexity but high survivability.</p><p></p><p>In that other thread the idea was put forward by various posters that low hp aren't a problem, because the GM can just modulate encounter difficulty, but my own view is that when the numbers get small enough relative to damage dice, it starts to become pretty random. (Eg in the current playtest a goblin shortbow does 4 hp on a hit, which means that an encounter with 3 or 4 bow-armed goblins doesn't bode all that well for a 1st level wizard, especially if they get to "bushwhack" that wizard, attacking with advantage.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6117872, member: 42582"] In 4e, Overland Flight is a 20th level ritual. At 16th level, sorcerers have Dominant Winds at-will, to fly themselves or an ally as a move action; at 22nd level, wizards have Mass Fly to give the whole party flight as a standard action. So I would say that if the players find their PCs trapped in an exploding volcano with not enough time to cast Overland Flight, but no other quicker options for flying out of there, they need to revisit their power selections! I completely agree, and was saying as much in the earlier L&L thread discussing apprentice tier. My view is that newbies need low complexity but high survivability. In that other thread the idea was put forward by various posters that low hp aren't a problem, because the GM can just modulate encounter difficulty, but my own view is that when the numbers get small enough relative to damage dice, it starts to become pretty random. (Eg in the current playtest a goblin shortbow does 4 hp on a hit, which means that an encounter with 3 or 4 bow-armed goblins doesn't bode all that well for a 1st level wizard, especially if they get to "bushwhack" that wizard, attacking with advantage.) [/QUOTE]
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D&D Next Q&A: Caster Level, Multiclassing & The Apprentice Tier
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