GreyLord
Legend
I've seen AMF take wizards down countless times. The thing is there isn't going to necessarily be pre-combat buffs or any prep time at all for a Wizard...the same may go for the Fighter.
An AMF sword would emanate while drawn, so that's an easy fix if the fighter really wants to go up against a Spellcaster without the AMF...however once a caster is in range, a Wizard becomes essentially a really bad fighter who can't casts spells when in the field. This is where I ask about tiers...since at that point the Wizard is really limited on their own abilities.
It get's worse against a Rogue or Assassin type as they should be able to hit the Wizard when the Wizard least expects it...aka...not only hasn't prepped, has been casting spells to do something else and doesn't have anything really ready to face them...something a high level Rogue or Assassin should be good at finding.
But in a straight fight, if the Wizard get's in the AMF with a fighter, there are still options for the inventive Wizard. For starters...the Wizard can run. It's simply to try to get to the point where he's outside the AMF...even for a really weak wizard who is low on spells or low level...that's always an option.
Once outside the AMF, the wizard can cast spells, and though the fighter can't be affected by certain spells cast directly, he can be affected by the environment.
Or, the Wizard could have things which still help him in an AMF.
AMF's though help bring an element to help balance out a fight since it gives some immunity to the Fighter and nullifies some elements of the Wizard's power.
The Fighter is still...as one put it in the thread...a "one trick pony" in relation to being a physical combat animal.
A high level Wizard if they aren't in an AMF can actually use a spell to nullify it if they want to.
But for that moment when they are in the AMF, I think it actually can balance out the Fighter quite well against the Spellcasting types overall.
As a wizard I could still baste the Fighter half a million ways and still keep going on till tomorrow...but if the Fighter gets some good rolls or the Wizard gets some bad ones...it could be over pretty quick.
But until it becomes a staple in one's game, many wizard players may be caught offguard and wouldn't be able to extricate themselves out of the situation as they aren't used to these tricks.
Of course the same tricks used on one side of the equation can be used on the other...so new things will be needed by players who are Fighters to bring down Spellcasters...and of course Spellcasters on the players side will then ever after have to have the right stuff prepped constantly for the same tricks used against them.
AMF is only ONE balancing trick though among many. It's just the simplest and easiest to think up off the top of one's head for Magic.
The bigger question I've always had is why are all these Wizards and Clerics making all these Magic Items to begin with, especially the armors and weapons. It costs them XP and that's more valuable then gold IMO...I'd be spending it all on other items that would help the Spellcasters if I truly wanted to be a PVP type game.
An AMF sword would emanate while drawn, so that's an easy fix if the fighter really wants to go up against a Spellcaster without the AMF...however once a caster is in range, a Wizard becomes essentially a really bad fighter who can't casts spells when in the field. This is where I ask about tiers...since at that point the Wizard is really limited on their own abilities.
It get's worse against a Rogue or Assassin type as they should be able to hit the Wizard when the Wizard least expects it...aka...not only hasn't prepped, has been casting spells to do something else and doesn't have anything really ready to face them...something a high level Rogue or Assassin should be good at finding.
But in a straight fight, if the Wizard get's in the AMF with a fighter, there are still options for the inventive Wizard. For starters...the Wizard can run. It's simply to try to get to the point where he's outside the AMF...even for a really weak wizard who is low on spells or low level...that's always an option.
Once outside the AMF, the wizard can cast spells, and though the fighter can't be affected by certain spells cast directly, he can be affected by the environment.
Or, the Wizard could have things which still help him in an AMF.
AMF's though help bring an element to help balance out a fight since it gives some immunity to the Fighter and nullifies some elements of the Wizard's power.
The Fighter is still...as one put it in the thread...a "one trick pony" in relation to being a physical combat animal.
A high level Wizard if they aren't in an AMF can actually use a spell to nullify it if they want to.
But for that moment when they are in the AMF, I think it actually can balance out the Fighter quite well against the Spellcasting types overall.
As a wizard I could still baste the Fighter half a million ways and still keep going on till tomorrow...but if the Fighter gets some good rolls or the Wizard gets some bad ones...it could be over pretty quick.
But until it becomes a staple in one's game, many wizard players may be caught offguard and wouldn't be able to extricate themselves out of the situation as they aren't used to these tricks.
Of course the same tricks used on one side of the equation can be used on the other...so new things will be needed by players who are Fighters to bring down Spellcasters...and of course Spellcasters on the players side will then ever after have to have the right stuff prepped constantly for the same tricks used against them.
AMF is only ONE balancing trick though among many. It's just the simplest and easiest to think up off the top of one's head for Magic.
The bigger question I've always had is why are all these Wizards and Clerics making all these Magic Items to begin with, especially the armors and weapons. It costs them XP and that's more valuable then gold IMO...I'd be spending it all on other items that would help the Spellcasters if I truly wanted to be a PVP type game.