mkletch said:
Though this was obviously a trash post, I will reply anyway. Good idea, anyway.
Adding another wizard means that there is another 'soft target' for the enemy that the front-liners must (or should, I guess) protect. Plus, XP gets split even further, as does loot. No, adding new players is remarkably balanced (even NPCs, mercenaries, followers, cohorts, etc.)
-Fletch!
Trash?!?! Sorry, didn't mean offense, I'll try to tone down my sarcasm a bit...just trying to be funny. Also sorry for interjecting into the literature debate.
I'll disagree that adding another "soft target" in an additional PC wizard is more balancing than hasting a single wizard. While guarding a single wizard may be easier, I believe that getting an enemy to split their attacks would be far more successful. Also, having another wizard still provides for a whole host of additional buff and out-of-combat spells that hasted single wizard can't match. Besides, a hasted wizard has a limited duration to deal with and the possibility of being dispelled.
I'll agree though that adding another PC wizard would take away from the XP and loot, but to me these are purely ancillary detractions. I mean, in the large scope of the campaign what’s a few XP and potions going to mean, and won't that additional wizard be able make that up with crafting feats? Also, its likely that you'll plan for the additional player, ratchet up the encounters, and end up handing out the proportionally the same loot and XP.
I also agree with your last point, adding new players is remarkably balanced, but in terms of game as a whole its no more balanced than the Haste spell, possibly even less so. However, my original complaints about the spell still stand. It breaks the combat mechanics of the game and it can create some inter-player derision.
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