"Metadesign Principles of D&D"

Wealth accounts for about 1/3 of a character's power. Try this for an example: stat up a FULLY EQUIPPED 10th level character, and then a practically naked 15th level character of the same class and compare. They're probably pretty close.
 

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Fieari said:
Wealth accounts for about 1/3 of a character's power. Try this for an example: stat up a FULLY EQUIPPED 10th level character, and then a practically naked 15th level character of the same class and compare. They're probably pretty close.
That's not a bad theory, but it also depends a lot on the class. A fully equipped 10th lvl fighter will wipe the floor with an unequipped 15th lvl fighter. An unequipped 15th lvl wizard, on the other hand, will give a fully equipped 10th lvl wizard a comparatively good fight and might even win.
 

shilsen said:
An unequipped 15th lvl wizard, on the other hand, will give a fully equipped 10th lvl wizard a comparatively good fight and might even win.

Hope he spent a lot of feats on Spell Mastery and Eschew Materials...!

-Hyp.
 

Sor/Wiz 1st- and 2nd- level spells generally deal on the order of 1d8 damage per 2 levels, max 5d8, often with limitations on how they can be targeted.

Once you hit 3rd level, Sor/Wiz spells can deal 1d6/level elemental damage, up to a max of 10d6 for 3rd level spells or 15d6 for higher-level spells. The damage is generally the same for single target or area spells, though single-target spells often throw in a status effect. You generally don't get above a max of 15d6 until 8th-level spells.

Such damage spells either allow a save for half damage or require a touch attack, but not both. If both are required, then the damage can be higher (e.g. Disintegrate, which requires both and deals 2d6/level).

Sonic spells generally deal 1d4/level damage instead of 1d6/level and are often weaker in other ways. Correspondingly, few creatures have sonic resistance.

Clerics have very limited access to attack spells, and the ones they have deal far less damage than Sor/Wiz spells of the same level. Druids are somewhere in between, with moderate attack spell capability, but still not nearly on the level of Sor/Wiz. At high levels, a number of Spell Compendium spells break this pattern. Starting at 6th-7th level, there are a number of strong Cleric and Druid attack spells (e.g. Radiant Assault), though they still don't quite match Sor/Wiz in raw damage.
 

Eschew Materials and Spell Mastery, if a wizard, is almost always worth 2 feats anyway, if you know your DM is gonna be a "steal the spellbooks and shatter the spell component pouches!" type, as they allow characters to ensure that they can get away if possible (there may be some situations where getting away isn't possible, for those, you'll have spells... There are certain spells which it pays to ALWAYS know, if it's within reason for the character to have. I would take Freedom of Movement, Dimension Door, Mind Blank, Magic Missile, Shapechange, Mage Armor/Greater Mage Armor/Shield, Fireball, and a few other assorted spells, (possibly Mage's Sword) should I have them in my spellbook. This way, I have a lot of different ways out of combat and a few ways to deal damage/kill, should I need to. Assuming RAW, and an intelligence score of approximately 26 at level 20, (where I'd take this feat in a straight to 20 build, assuming it was going for a game rather than a straight up PvP match) I would go for these 7 spells or replace Fireball or Mage Armor/Shield with Dispel Magic. This way, if need be, you can combo spells to pretty much pick your battleground, while using Mage Armor/Greater Mage Armor to ensure that you've still got slightly enhanced armor beyond what is normal.

I'd feel perfectly OK with cutting out a metamagic or two here; the versatility and non-screwability of myself w/o spellbook will probably help ensure my spellbook's survival. After all, now, I don't worry about my spellbook getting destroyed/stolen too much. I could instead just go back and get a copy from my sanctum. It's not like he can find me on the way there...
 

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