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Outclassed, head too head, and belongings, items weapons save vs spells such as fireb
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<blockquote data-quote="Sir ThornCrest" data-source="post: 1955192" data-attributes="member: 27532"><p>By 10th level, spellcasters will dominate the campaign, in my opinion. A fighter may have a lot of feats, hit points and be able to cause and receive a lot of damage-this is a given. But it is the Wizard casting teleport and other spells that will shine well beyond the ability to swing a weapon with increasing accuracy. Casting forcewall compared to a couple of combat feats, those combat feats looked extremly impressive at lower levels but are no match for a chain lightening spell. </p><p> Lets say a fighter has all 18's and for fair comparison so does the Wizard, and they are both 10th level. There is only 1 combat situation that will favor the fighter, and that would be the Wizard standing next to him, with a "be gentle look on his face"! In any other situation the Wizard is going to be favored 10 too 1...in bookie terms. With 1 or 2 will based spells the fighter is no more, a couple of reflex based spells and he will be blown away. Casting fort based spells would be only out of pure desperation as the fighters fort save will be thru th roof!. Agian the fighter barely has a fighting chance. The fighter will have to win initiative and get withen melee range-close the distance before the wizard takes to flight or turns inviso etc, if he does get away he will surely pummel the fighter from above with a 1/2 dozen big boom! spells.</p><p> The fighters reflex save vs. a 10 d6 fireball show that he's is going to fail more than make, with every fail his items, weapons, armor all must save, their saves are about 50/50 on average, hard metals, armor bla bla bla...A Wizard will lay to rest the fighter 9 out of 10 times. Question how does your DM make your items, weapons, armor both magic and none vs a failed save against a fireball? And if the fighter fails is he knocked prone? Does he lose his attacks that round due to the concussion etc...how do you guys/gals play this-I have found that every playing group will approach this somewhat differently.</p><p> I understand "balance" between the classes, but that balance is best noticed 5th to 8th level, after that it is all spellcaster, before that it is the combatants that rule. Maybe thats the challenge of being a spell caster, to survive the early levels so they can thrive in the later levels......Or so it would seem in my 20 yrs of gaming that has always been the case...</p><p> SUMMARY</p><p>1) How does your group play the spells like fireball and the damage to belongings, and is the recipient knocked prone or at half move or does he act as if nothing has happened (this of course being the favorite option for the fighters)</p><p>2) High level spells vs high level fighter feats, whats your take?</p><p>3) Do you feel there is a balance thru all levels, or do you see it otherwise? Perhaps like I do=low levels (1-4) go to the combatants, mid levels (5-8) are the truly balanced levels, and all above goes to the spellcaster.</p><p>4)</p></blockquote><p></p>
[QUOTE="Sir ThornCrest, post: 1955192, member: 27532"] By 10th level, spellcasters will dominate the campaign, in my opinion. A fighter may have a lot of feats, hit points and be able to cause and receive a lot of damage-this is a given. But it is the Wizard casting teleport and other spells that will shine well beyond the ability to swing a weapon with increasing accuracy. Casting forcewall compared to a couple of combat feats, those combat feats looked extremly impressive at lower levels but are no match for a chain lightening spell. Lets say a fighter has all 18's and for fair comparison so does the Wizard, and they are both 10th level. There is only 1 combat situation that will favor the fighter, and that would be the Wizard standing next to him, with a "be gentle look on his face"! In any other situation the Wizard is going to be favored 10 too 1...in bookie terms. With 1 or 2 will based spells the fighter is no more, a couple of reflex based spells and he will be blown away. Casting fort based spells would be only out of pure desperation as the fighters fort save will be thru th roof!. Agian the fighter barely has a fighting chance. The fighter will have to win initiative and get withen melee range-close the distance before the wizard takes to flight or turns inviso etc, if he does get away he will surely pummel the fighter from above with a 1/2 dozen big boom! spells. The fighters reflex save vs. a 10 d6 fireball show that he's is going to fail more than make, with every fail his items, weapons, armor all must save, their saves are about 50/50 on average, hard metals, armor bla bla bla...A Wizard will lay to rest the fighter 9 out of 10 times. Question how does your DM make your items, weapons, armor both magic and none vs a failed save against a fireball? And if the fighter fails is he knocked prone? Does he lose his attacks that round due to the concussion etc...how do you guys/gals play this-I have found that every playing group will approach this somewhat differently. I understand "balance" between the classes, but that balance is best noticed 5th to 8th level, after that it is all spellcaster, before that it is the combatants that rule. Maybe thats the challenge of being a spell caster, to survive the early levels so they can thrive in the later levels......Or so it would seem in my 20 yrs of gaming that has always been the case... SUMMARY 1) How does your group play the spells like fireball and the damage to belongings, and is the recipient knocked prone or at half move or does he act as if nothing has happened (this of course being the favorite option for the fighters) 2) High level spells vs high level fighter feats, whats your take? 3) Do you feel there is a balance thru all levels, or do you see it otherwise? Perhaps like I do=low levels (1-4) go to the combatants, mid levels (5-8) are the truly balanced levels, and all above goes to the spellcaster. 4) [/QUOTE]
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