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General Tabletop Discussion
*Pathfinder & Starfinder
Mearls on Controller design and At-Will balance
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4592395" data-attributes="member: 834"><p>Hardly. </p><p></p><p>The proposition is that wizard sucks.</p><p></p><p>The fact that several players have made their wizards the king of damage proves that they <u>can</u> be made to work and suggest that when they don't it's because of factor external to the class; the players.</p><p></p><p>It's like having a bunch of drivers saying that a car sucks. When other drivers come along and win races with that car, it proves that it's not the car that has performance problems, it is the previous drivers.</p><p></p><p></p><p></p><p>It is a hell of a lot less hassle making a top notch wizard in 4e then it was in 3e. Took me a good 15 minute for the first level. For the most part, a monkey can spot the really bad choices and for the rest you can swap out something each level as you tweak yourself to greatness.</p><p></p><p>As I keep saying, most of it is team work anyway. If the team works well, the synergy is great. </p><p></p><p>4e isn't really about maxing the character, it's about maxing the team. It's the tactics that are a bit more challenging. Which is why it's fun.</p><p></p><p>And it's a constant evolution. You see a fight going on and you realize that it would be nice if you could have stunned that damn acrher for just one round and if you could have pushed that brute two squares back so he was caught in the fireball that torched 5 other monsters. And as you think about those things, some players will realize that they could do this that if they switch power x for power y next level. And the team becomes even better.</p><p></p><p>My party has a bunch of these tactics down pat by now and each level opens new option. Weee!</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4592395, member: 834"] Hardly. The proposition is that wizard sucks. The fact that several players have made their wizards the king of damage proves that they [U]can[/U] be made to work and suggest that when they don't it's because of factor external to the class; the players. It's like having a bunch of drivers saying that a car sucks. When other drivers come along and win races with that car, it proves that it's not the car that has performance problems, it is the previous drivers. It is a hell of a lot less hassle making a top notch wizard in 4e then it was in 3e. Took me a good 15 minute for the first level. For the most part, a monkey can spot the really bad choices and for the rest you can swap out something each level as you tweak yourself to greatness. As I keep saying, most of it is team work anyway. If the team works well, the synergy is great. 4e isn't really about maxing the character, it's about maxing the team. It's the tactics that are a bit more challenging. Which is why it's fun. And it's a constant evolution. You see a fight going on and you realize that it would be nice if you could have stunned that damn acrher for just one round and if you could have pushed that brute two squares back so he was caught in the fireball that torched 5 other monsters. And as you think about those things, some players will realize that they could do this that if they switch power x for power y next level. And the team becomes even better. My party has a bunch of these tactics down pat by now and each level opens new option. Weee! [/QUOTE]
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Mearls on Controller design and At-Will balance
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