StalkingBlue
First Post
Banshee16 said:Believe me....I run pretty far from a 4 battle a day type gameMidnight isn't really the setting for that. But I look at the channeler's capabilities and see someone that's effective for a very short time. A fighter stays effective all day long.
...
I disagree.
As a spellcaster your best tactical option isn't always to lob the highest-level spells you have access to - nor in fact necessarily to cast attack spells at all. With some tactical thinking and teamwork, you may be much more efficacious overall by opening up tactical options for the party as a whole.
The 13th level wizard in S'mon's DnD game (that I play in) doesn't live by casting all his 7th level spells as soon as he sees an opponent. He uses varied tactics, often holds back saving spells just in case, brings in all sorts of lower-level spells when useful, and I'd say he's highly effective. I don't think he ever runs out of spells, not even close.
That's my general experience with spellcasters in DnD (saving 4-combats-per-day stints which I never seem to get to play in): they never seem run out of spells - not even close.
At the other extreme end of the range, I've played in rule systems where spellcasters regain spell energy not overnight (as channelers do) but over the course of days and days, similar to the rate of natural hp healing in DnD 3.5. That seriously interferes with a spellcaster's efficacy over the course of an adventure drawn out over several encounters and days. You hold back and hold back in the hope of finally meeting a challenge worthy of expending your precious spell energy, and you may still find yourself out of spells at the worst of times, ie when the party finally meets the main challenge of the adventure. That's a mechanic I find frustrating to no end because it takes your spellcasting capabilities out of the equation for most of what goes on.
As a channeler on the other hand, you completely recover overnight, at least much of the time. (Not if you're too busy running away from something, of course.

There's also ways of saving spell energy, what with talismans and stuff.
Further, as S'mon and Derulbaskul point out, the 3/4 BAB progression, d6 HD and skill points provide you with further options to contribute to the party's efforts even at times when spellcasting is not a good, safe or even available option.
With all your spellcasting expertise, you still make a viable backup warrior / utility characer. And finally with the way spellcasting abilities work for non-channelers in Midnight, you have a real option of multiclassing if you wish. You'll be somewhat more limited in your spell choices and your spell energy will be a bit lower than for a pure channeler, but you're still viable as a mage.
I look forward to seeing the channeler in my game progress. I suspect that he'll be far from weak or limited in efficacy at higher levels.
Of course, all that is theoretical for now. Maybe we should all meet again here in a few months' time.
