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Is it possible to make up for less magic with higher ability scores?
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<blockquote data-quote="delericho" data-source="post: 3445641" data-attributes="member: 22424"><p>Oh, absolutely. But every tactic the rogue can come up with, the wizard can at least do <em>something</em> about. The reverse is not true.</p><p></p><p></p><p></p><p>One round. On the first round, the Wizard casts Imp Invis, and then moves. This makes it highly unlikely that the Fighter/Rogue/whatever will find them but, just in case, pile on a Fly as well and take to the air. So, in fact, the Wizard need win initiative.</p><p></p><p></p><p></p><p>It is true that if the Rogue wins initiative he can ready a missile attack on the Wizard should said Wizard start casting. That's probably his best option. However, even then he has to beat the Wizard's AC to hit him, and the Wizard has to fail a Concentration check to complete his spell. Neither of which is guaranteed.</p><p></p><p></p><p></p><p>That's no different from a regular-magic game, though, except that spellcasters are now unique in having the ability to craft their own magic items. Even with only Scribe Scroll, the Wizard has the means to extend his usefulness significantly.</p><p></p><p>In any case, it has been my experience that as soon as the Cleric has exhausted his healing, and the Wizard has used up his 'big bang' spells, the party will seek to retreat, rest and recover. The DM has the option of attacking them in the night, or otherwise preventing this, but there's only so many times you can do it before it strains credibility, and before it becomes apparent that the DM is deliberately messing with what should be SOP amongst sane adventurers in a Vancian universe.</p><p></p><p>I should point out that while low-magic is pretty far from my preferred style, it <em>is</em> a valid style, and it's certainly one that can work. But, unless something is done to curb them, spellcasters <em>will</em> come to dominate such a game. So, I'm not saying "don't do that", I'm saying "be aware of <em>this</em> issue".</p></blockquote><p></p>
[QUOTE="delericho, post: 3445641, member: 22424"] Oh, absolutely. But every tactic the rogue can come up with, the wizard can at least do [I]something[/I] about. The reverse is not true. One round. On the first round, the Wizard casts Imp Invis, and then moves. This makes it highly unlikely that the Fighter/Rogue/whatever will find them but, just in case, pile on a Fly as well and take to the air. So, in fact, the Wizard need win initiative. It is true that if the Rogue wins initiative he can ready a missile attack on the Wizard should said Wizard start casting. That's probably his best option. However, even then he has to beat the Wizard's AC to hit him, and the Wizard has to fail a Concentration check to complete his spell. Neither of which is guaranteed. That's no different from a regular-magic game, though, except that spellcasters are now unique in having the ability to craft their own magic items. Even with only Scribe Scroll, the Wizard has the means to extend his usefulness significantly. In any case, it has been my experience that as soon as the Cleric has exhausted his healing, and the Wizard has used up his 'big bang' spells, the party will seek to retreat, rest and recover. The DM has the option of attacking them in the night, or otherwise preventing this, but there's only so many times you can do it before it strains credibility, and before it becomes apparent that the DM is deliberately messing with what should be SOP amongst sane adventurers in a Vancian universe. I should point out that while low-magic is pretty far from my preferred style, it [I]is[/I] a valid style, and it's certainly one that can work. But, unless something is done to curb them, spellcasters [I]will[/I] come to dominate such a game. So, I'm not saying "don't do that", I'm saying "be aware of [I]this[/I] issue". [/QUOTE]
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Is it possible to make up for less magic with higher ability scores?
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