Philreed said:
Oh nice! They're all for fighters. All put together they're just under the limit. (Assuming they're all the same price.)
I'll probably buy an adventure to round up the price.
beaver1024 said:
I think you will find that this is quite a popular opinion not just in your wargamers club.
I think the cause of the discrepancy is because most board posters don't actually play by most of the rules of DnD, if they play at all. They insert a lot of house rules into their game to enhance roleplaying. However these house rules tend to enhance arcane spellcasters but they blame the system rather than looking at their gaming style.
Isn't that a bit presumptuous? Can you
prove that?
I can only tell you about my gaming experiences. The main house rules favoring wizards I've seen are the following:
1) DMs aren't strict on adding new spells to spellbooks. IMO being strict here is unfair to wizard players anyway. I'm not strict on this as a DM, and I would hate it if a DM were strict to me on this as a player.
2) Some DMs are "nice" on spellcasters, at least when it comes to melee.
I'm not, but DMs often feel like they're being "killer DMs" if they use tactics that will chop up a mage (eg mobile creatures, flying creatures, etc). My players were quite annoyed for some reason the first time I used the readied action-direct damage combo on the party cleric.
I found fighters are pretty bad at killing wizards, but a lot of other classes, especially clerics, are good at it. (Targeted dispel, ready action for flame strike upon spellcasting [and half is non-elemental],
spell resistance, and so forth...)
3) DMs don't keep track of spell components that aren't expensive, and neither do players. It's too much to bother with.
4) DMs not adjudicating
scrying well. IMO
greater scrying can easily break a campaign, but the regular spell only scries on an opponent for a short period of time. They're not likely to be discussing "evil plans" at the time. Actually, lots of DMs have problems with Divinations in general. I have problems with those that reveal information or see the future.
IMO the biggest problem with wizards are the gap between high and low saves. It's way too easy to drop an
Otiluke's resilient sphere on the raging barbarian. Maybe the barbarian has Indomitable Will and Iron Will, plus up to +4 to his Will save from raging, but that doesn't matter. He's still bottled up, and he can't free himself. Plus some busted spells.
Their main weaknesses applies to defense. You have low hit points, lame saving throws and low AC. If you get caught in melee or by surprise (sneak attack, breath weapon, that kind of thing) you're dead. Too bad you've got spells like
greater invisibility and
nondetection to keep any fighter with a
potion of see invisibility from seeing you. I wish wizards had some more general-purpose defensive spells (along the lines of
spell resistance) and balanced AC-boosting spells (something better than
mage armor but not as cheesy as
polymorph or 3.0
shield) so they wouldn't have to act paranoid all the time. Unless you're surprised, however, generally only a spellcaster can deal with a mage.