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New haste on WotC website!
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<blockquote data-quote="Bauglir" data-source="post: 866424" data-attributes="member: 6982"><p>Re:Simonmoon5's assertion that new haste takes away wizards/sorcerers' combat ability, I agree.. to a certain degree.</p><p></p><p>(Please read to the end before replying - I'm building up to a point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>Take a fireball - 35 damage on average (by a level 10 caster)</p><p>Now take a level 10 fighter</p><p></p><p>22 str (16 +2 level adds + 4 belt)</p><p>+2 Icy Greatsword</p><p>Weapon Focus, Spec</p><p></p><p>Attack bonus with that sword: 10 + 6(str) + 1(foc) + 2(sword) = +19/+14</p><p></p><p>Avg damage =[ 7(2d6) + 9(str) + 2(enh) + 3.5(Icy) + 2(spec)] * 1.1(crit chance) = 25.85 damage</p><p></p><p>To hit AC 25 (arbitrary) he has a 75%, 50% chance, so his total average damage that round will be 32.3125 damage.</p><p></p><p>So the wizard does on average less than 3 points more damage than the fighter.</p><p></p><p>Now I know single opponents favour the fighter etc etc, and I know we could go back and forward with different scenarios for a while, and talk about how the wizard is great vs armies of weak opponents, but the point I'm trying to bring here is that, in a typical dungeon style encounter (low numbers of enemies) the wizard's damage does not far outstrip that of the fighter, despite his comparitive physical vulnerabilities, and that's not even taking into account spell resistance, elemental resistance, and of course the problems with area of effect spells (while they can reap higher rewards by striking multiple targets, they can also be rendered inviable by charging party members)</p><p></p><p>But why should it? After all the wizard has other options, of course. Therein lies the problem. If a player wants to make a wizard that can make a direct impact on combat (not everyone enjoys playing the support role) then the option of damage dealer is no longer of any great appeal. So what does that leave? Save or die spells of course.</p><p></p><p>Save or die spells in 3e are made more powerful by the 'save twice or die' effect that haste can produce, however ime players tend to use them sparingly, because they know they are cheesy, and they know they can be used against them, and most importantly, because they have <em>other viable options</em>.</p></blockquote><p></p>
[QUOTE="Bauglir, post: 866424, member: 6982"] Re:Simonmoon5's assertion that new haste takes away wizards/sorcerers' combat ability, I agree.. to a certain degree. (Please read to the end before replying - I'm building up to a point ;)) Take a fireball - 35 damage on average (by a level 10 caster) Now take a level 10 fighter 22 str (16 +2 level adds + 4 belt) +2 Icy Greatsword Weapon Focus, Spec Attack bonus with that sword: 10 + 6(str) + 1(foc) + 2(sword) = +19/+14 Avg damage =[ 7(2d6) + 9(str) + 2(enh) + 3.5(Icy) + 2(spec)] * 1.1(crit chance) = 25.85 damage To hit AC 25 (arbitrary) he has a 75%, 50% chance, so his total average damage that round will be 32.3125 damage. So the wizard does on average less than 3 points more damage than the fighter. Now I know single opponents favour the fighter etc etc, and I know we could go back and forward with different scenarios for a while, and talk about how the wizard is great vs armies of weak opponents, but the point I'm trying to bring here is that, in a typical dungeon style encounter (low numbers of enemies) the wizard's damage does not far outstrip that of the fighter, despite his comparitive physical vulnerabilities, and that's not even taking into account spell resistance, elemental resistance, and of course the problems with area of effect spells (while they can reap higher rewards by striking multiple targets, they can also be rendered inviable by charging party members) But why should it? After all the wizard has other options, of course. Therein lies the problem. If a player wants to make a wizard that can make a direct impact on combat (not everyone enjoys playing the support role) then the option of damage dealer is no longer of any great appeal. So what does that leave? Save or die spells of course. Save or die spells in 3e are made more powerful by the 'save twice or die' effect that haste can produce, however ime players tend to use them sparingly, because they know they are cheesy, and they know they can be used against them, and most importantly, because they have [i]other viable options[/i]. [/QUOTE]
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