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General Tabletop Discussion
*Pathfinder & Starfinder
I think it Might be the Mage; Not the Fighter that's broken
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<blockquote data-quote="Arkhandus" data-source="post: 4940402" data-attributes="member: 13966"><p>I think Slywoyach's idea of adding back in some older-edition limitations or similar would help....Time Stop, Fireball, Polymorph, Disintegrate, Force Cage, etc. would be a bit less troublesome/menacing if enemies had move of a fair chance to interrupt them (or get out of the way before they take effect).</p><p></p><p>I also think the slower spell level advancement of one new spell level every 3 caster levels beyond 1st might help sufficiently.....I don't have any problem with 8th or 9th-level spells being delayed until low-Epic levels.</p><p></p><p>But mind you, WIZARDS aren't really that much of a problem compared to other primary casters. The wizard is all well and dandy if he can prepare for exactly what the group's gonna face that day (and the enemy doesn't have any savvy casters halfway worth their 16+ or 18+ INT or WIS scores who actually use Scrying, Divination, Foresight, False Vision, Nondetection, or similar means of avoiding a Scry-Buff-Teleport ambush), but the wizard can't really adapt to situations on the fly like a sorcerer, and doesn't have as many slots as a sorcerer, cleric, or druid (nor the fall-back fighting abilities of a cleric or druid).</p><p></p><p>Yeah, I know well enough that a Baleful Polymorph, Disintegrate, Flesh to Stone (*sniff* My poor Aboleth Mage BBEG....I hardly knew ye), etc. can really ruin a DM's day (or at least ruin the challenge of an encounter), but it's also not much challenge if the Druid or Cleric beats everything down while uberbuffed and flinging around Flame Strikes/Blade Barriers, or if the Sorcerer Greater Invisibly Teleports and nukes everything repeatedly before it can do anything about him.</p><p></p><p>Wizards don't get that much extra from their 4 selectable bonus feats. Their restrictions and lesser adaptability/reactiveness are a counterbalance. Clerics and Druids are the real powerhouses, though Wizards and Sorcerers make an awesome showing in the right circumstances (those in which they have exactly the right spells for the job and just enough of them). They're still strong, but, <strong>the problem is more with certain spells</strong>, not so much the classes that cast them (but class has something to do with it as well, in some cases). Take a look at things like Divine Power and Righteous Might as compared to Enlarge Person or Tenser's Transformation; the arcane versions are far more tame (though Polymorph etc. are just plain broken).</p><p></p><p>Also, Fighters ARE just plain worse than many other classes, even in the core rules. Though as others have said, it has more to do with their limitations, weaknesses, and repetitiveness than anything else. They do alright in terms of damage output and tanking, though not quite so good as warblades or barbarians, sure. But Fighters also lack the skill points, breadth of class skills, and general ability-to-do-anything-other-than-stand-still-and-hit-things. Sure, one Fighter might be good at tripping and disarming foes, and another might be okay at hitting things on the move (thanks only to the Player's Handbook II), but for the most part they can't do anything much beyond stand still and hit things. Not even doing those in interesting and exciting ways, at least. Fighters need more skills and/or more variety/pizazz.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4940402, member: 13966"] I think Slywoyach's idea of adding back in some older-edition limitations or similar would help....Time Stop, Fireball, Polymorph, Disintegrate, Force Cage, etc. would be a bit less troublesome/menacing if enemies had move of a fair chance to interrupt them (or get out of the way before they take effect). I also think the slower spell level advancement of one new spell level every 3 caster levels beyond 1st might help sufficiently.....I don't have any problem with 8th or 9th-level spells being delayed until low-Epic levels. But mind you, WIZARDS aren't really that much of a problem compared to other primary casters. The wizard is all well and dandy if he can prepare for exactly what the group's gonna face that day (and the enemy doesn't have any savvy casters halfway worth their 16+ or 18+ INT or WIS scores who actually use Scrying, Divination, Foresight, False Vision, Nondetection, or similar means of avoiding a Scry-Buff-Teleport ambush), but the wizard can't really adapt to situations on the fly like a sorcerer, and doesn't have as many slots as a sorcerer, cleric, or druid (nor the fall-back fighting abilities of a cleric or druid). Yeah, I know well enough that a Baleful Polymorph, Disintegrate, Flesh to Stone (*sniff* My poor Aboleth Mage BBEG....I hardly knew ye), etc. can really ruin a DM's day (or at least ruin the challenge of an encounter), but it's also not much challenge if the Druid or Cleric beats everything down while uberbuffed and flinging around Flame Strikes/Blade Barriers, or if the Sorcerer Greater Invisibly Teleports and nukes everything repeatedly before it can do anything about him. Wizards don't get that much extra from their 4 selectable bonus feats. Their restrictions and lesser adaptability/reactiveness are a counterbalance. Clerics and Druids are the real powerhouses, though Wizards and Sorcerers make an awesome showing in the right circumstances (those in which they have exactly the right spells for the job and just enough of them). They're still strong, but, [B]the problem is more with certain spells[/B], not so much the classes that cast them (but class has something to do with it as well, in some cases). Take a look at things like Divine Power and Righteous Might as compared to Enlarge Person or Tenser's Transformation; the arcane versions are far more tame (though Polymorph etc. are just plain broken). Also, Fighters ARE just plain worse than many other classes, even in the core rules. Though as others have said, it has more to do with their limitations, weaknesses, and repetitiveness than anything else. They do alright in terms of damage output and tanking, though not quite so good as warblades or barbarians, sure. But Fighters also lack the skill points, breadth of class skills, and general ability-to-do-anything-other-than-stand-still-and-hit-things. Sure, one Fighter might be good at tripping and disarming foes, and another might be okay at hitting things on the move (thanks only to the Player's Handbook II), but for the most part they can't do anything much beyond stand still and hit things. Not even doing those in interesting and exciting ways, at least. Fighters need more skills and/or more variety/pizazz. [/QUOTE]
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I think it Might be the Mage; Not the Fighter that's broken
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