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Fighters didn't matter after 11th level?
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<blockquote data-quote="insanogeddon" data-source="post: 4717388" data-attributes="member: 82822"><p><strong>Casters/Cash</strong></p><p></p><p>If the wealth per level is stuck too, nevermind elementary adventure design and cause and effect I cannot fathom how casters manage all they are claimed to be able to do. As a wizard you have to find spells, roll to learn them, then scribe them into your book at 100 gp per page, 1 page per spell level, in a book with 100 pages and each spell takes 24 hours to scribe. Then to memorise "The wizard’s surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying."</p><p> </p><p>The cost adds up, the time adds up (I won't waste on the ones I don't need to expressly traumatise the DM). Really heroic campaigns have time limits. Opponents aint silly... how often are PCs in a 'private sanctum' they can be scryed, or if in a complex of anothers evil design opponents can burrow/port in to disrupt never mind the ever useful 'nightmare' spell. </p><p> </p><p>Nightmare is pretty standard, pcs sell of their possesions at a alarming rate as they level and get/make better so its pretty obvious for the ancient intelegent inspired big bad to get possesions and make dang sure the mighty mages and warriors comming for it are assaulted when they ARE NOT READY.</p><p> </p><p>Spells are a 2 way street. If your in a campaign were its skewed to where you have all the spells, magic items and bright ideas of course the casters (or anything else skewed/biased) reigns suppreme.</p><p> </p><p>As a fighter you also are not in the slightest effected by a dip or 3 as they have HP and attack bonus to spare so you can probly cover your own healing between combats with the cheapest healings available (wands of cure light and lesser vigour), not that you need a dip if your a ranger or pally. Warriors can dip legitamately without needing a mollycoddling system that provides prestige classes with bunches o bonuses and no penalties to compensate for simplicity.</p><p> </p><p>Granted it takes real tactical skill to play a warrior well.</p></blockquote><p></p>
[QUOTE="insanogeddon, post: 4717388, member: 82822"] [b]Casters/Cash[/b] If the wealth per level is stuck too, nevermind elementary adventure design and cause and effect I cannot fathom how casters manage all they are claimed to be able to do. As a wizard you have to find spells, roll to learn them, then scribe them into your book at 100 gp per page, 1 page per spell level, in a book with 100 pages and each spell takes 24 hours to scribe. Then to memorise "The wizard’s surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying." The cost adds up, the time adds up (I won't waste on the ones I don't need to expressly traumatise the DM). Really heroic campaigns have time limits. Opponents aint silly... how often are PCs in a 'private sanctum' they can be scryed, or if in a complex of anothers evil design opponents can burrow/port in to disrupt never mind the ever useful 'nightmare' spell. Nightmare is pretty standard, pcs sell of their possesions at a alarming rate as they level and get/make better so its pretty obvious for the ancient intelegent inspired big bad to get possesions and make dang sure the mighty mages and warriors comming for it are assaulted when they ARE NOT READY. Spells are a 2 way street. If your in a campaign were its skewed to where you have all the spells, magic items and bright ideas of course the casters (or anything else skewed/biased) reigns suppreme. As a fighter you also are not in the slightest effected by a dip or 3 as they have HP and attack bonus to spare so you can probly cover your own healing between combats with the cheapest healings available (wands of cure light and lesser vigour), not that you need a dip if your a ranger or pally. Warriors can dip legitamately without needing a mollycoddling system that provides prestige classes with bunches o bonuses and no penalties to compensate for simplicity. Granted it takes real tactical skill to play a warrior well. [/QUOTE]
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Fighters didn't matter after 11th level?
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