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FR, GH, AU - character power levels
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<blockquote data-quote="Simulacrum" data-source="post: 1173425" data-attributes="member: 7749"><p>Actually the Red Wizard is nothing compared to 3.0.</p><p>....it became a complete no-choice for munchkins. Maybe for one trick ponys. Or dead horses.</p><p>Then you loose 4 schools of magic, thats absolutely devastating in terms of flexibility. Circle magic has still a limit. So it only works for BBEG and is nearly useles for players, because the DM is going to cut into your choice of powering up. Ok lets say you get +10 levels as circle leader and +20 levels as great circle leader? Whats the big deal.</p><p>Say we push the highest slot available 6th up to 9th, thats 3 levels gone. Then Maximize, another 3 levels then your effective caster level (against dispels and SR) by 4 and thats it. You pushed ONE spell. Great, that makes up for loosing FOUR schools of magic.....do the math. = Its +3 DC, +3 Spell power, and maximize THATS IT.</p><p>For my part the Red Wizard is a funky BBEG but absolutely useles for players due to the critical cut in flexibility. You are nothing more as a Sorceror/Wizard with a bit more OOOMPH when it comes to Metamagic.</p><p></p><p>Now please tell me where the big advantage of say +11 DC of one or max two spells is?</p><p>The Hero/Monster is probably not going to save the spell.....and?</p><p>Compared to the previous version where ALL your spells were +11 DC ALL the time without CIRCLE MAGIC!</p><p>Another thing is it just counts for 24 hours after that its gone, looks like its bad for adventuring too....</p><p>So either you stick to your circle in your warm enclave, or you have no benefit of it at all...</p><p></p><p>Circle Magic made up for the Red Wizards lack of Metamagic as they have to invest heavily in Magic Item making. As they have to work for the enclaves all the time. I think it would be a good idea to cap circle magic to +10(+15) and +20(25) for great circle leaders. That would make it balanced and not look so open ended in its power potential. (wich it isnt as long as the DM is not dumb)</p></blockquote><p></p>
[QUOTE="Simulacrum, post: 1173425, member: 7749"] Actually the Red Wizard is nothing compared to 3.0. ....it became a complete no-choice for munchkins. Maybe for one trick ponys. Or dead horses. Then you loose 4 schools of magic, thats absolutely devastating in terms of flexibility. Circle magic has still a limit. So it only works for BBEG and is nearly useles for players, because the DM is going to cut into your choice of powering up. Ok lets say you get +10 levels as circle leader and +20 levels as great circle leader? Whats the big deal. Say we push the highest slot available 6th up to 9th, thats 3 levels gone. Then Maximize, another 3 levels then your effective caster level (against dispels and SR) by 4 and thats it. You pushed ONE spell. Great, that makes up for loosing FOUR schools of magic.....do the math. = Its +3 DC, +3 Spell power, and maximize THATS IT. For my part the Red Wizard is a funky BBEG but absolutely useles for players due to the critical cut in flexibility. You are nothing more as a Sorceror/Wizard with a bit more OOOMPH when it comes to Metamagic. Now please tell me where the big advantage of say +11 DC of one or max two spells is? The Hero/Monster is probably not going to save the spell.....and? Compared to the previous version where ALL your spells were +11 DC ALL the time without CIRCLE MAGIC! Another thing is it just counts for 24 hours after that its gone, looks like its bad for adventuring too.... So either you stick to your circle in your warm enclave, or you have no benefit of it at all... Circle Magic made up for the Red Wizards lack of Metamagic as they have to invest heavily in Magic Item making. As they have to work for the enclaves all the time. I think it would be a good idea to cap circle magic to +10(+15) and +20(25) for great circle leaders. That would make it balanced and not look so open ended in its power potential. (wich it isnt as long as the DM is not dumb) [/QUOTE]
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