Eldragon
First Post
(Psi)SeveredHead said:I disagree. The previous haste let a wizard cast two save-or-die spells per round. The victim's hit points were irrelevant, as was the fighter's ability to do 100 points of damage per round, crits included. The fighter doesn't get a full-round attack, and I blow my opponent away. No contest.
I was focusing on low-level casters and 3e Haste's usefulness at those levels. Haste can be cast by a 5th level wizard, so it is best to compare it with characters at the minimum levels to cast the spell. The new haste is better for parties at lower levels than the old one.
Imagine Haste being used on 5-5th level Fighters. If each fighter wields a greatsword, has 18 str, and weapon specialization, that is an avarage of 15 damage on a successful hit (excluding crits). Even if only 1/2 of the fighters hit in a round, thats an average of 37.5 damage. And that effect is going to last 5 rounds. A 5th level wizard casting 5d6 with a direct damage spell (e.g. Fireball) can at do at most 30 damage, with an avarage of only 17.5, even less if the target(s) pass their save. Sure fireball is area effect, but I would take 5 hasted fighters over that one fireball anyday.
When you get to 11th level casters 3e Haste breaks the game, simple as that. My DM had to resort to sending 2 or more of any we would fight at us-- knowing that the Wizard in the party would use haste to kill the first creature in the opening two rounds.
Am done playing mages forever? hell no. I am just not going to start any new mage characters until the 3.5 conversion is complete.