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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="Scion" data-source="post: 1955227" data-attributes="member: 5777"><p>1) equipment only needs to save if the person wearing it rolls a 1 on their save (or if the equipment is targetted directly, but then it gets a save useing its own all good saves or the bearers base, whichever is higher).</p><p></p><p>Unless the effect specifically says that it knocks someone prone then it does not. Fireball and the like tend to have no actual force, they are merely a blast of hot with no push.</p><p></p><p>2) With enough different sources for feats the fighter can get a good selection. While there should be more higher end feats there are quite a few good combos out there now.</p><p></p><p>3) Fighters themselves tend to be a bit weak in my opinion, but overall the game is pretty close to balanced when used properly. In this case that would be a ton of different feat choices for the fighters (hundreds of feats to pick through at least) along with the proper conditions in the game (4 appropriate challenges per day).</p><p></p><p>On a one vs one basis the fighter types have some very good equipment choices to really help out. A ring of spell turning, cloak of resistance, and a few other items and they will be sitting pretty with the caster not being able to do much save for running away (aka teleport or the like, which counts as a win for the fighter type).</p><p></p><p>There are of course overpowered spells, but then there are also overpowered feats, and overpowered items. I personally make improved invis only stay invis for an extra attack (ie invis once you try to attack you are visible, improved invis you get one attack and then the next works just like invis) along with removing all save or dies and giving a few other buffs to the casters to make up for the loss.</p><p></p><p>I have been in games where casters were gods (usually because there was only 1 battle per day and a pile of other reasons), where fighter types rules supreme (caster classes might as well not even show up, nothing ever mattered between saves, SR, resistances, immunities, etc etc), and where it was balanced.</p><p></p><p>Generally, if you follow the guidelines properly and people try to shore up their characters weaknesses things work out fine. Too much specialization tends to lead to massive gaps in the defenses for all classes, and depending on what that weakness is it can ruin the game for that person (such as having a low will save).</p></blockquote><p></p>
[QUOTE="Scion, post: 1955227, member: 5777"] 1) equipment only needs to save if the person wearing it rolls a 1 on their save (or if the equipment is targetted directly, but then it gets a save useing its own all good saves or the bearers base, whichever is higher). Unless the effect specifically says that it knocks someone prone then it does not. Fireball and the like tend to have no actual force, they are merely a blast of hot with no push. 2) With enough different sources for feats the fighter can get a good selection. While there should be more higher end feats there are quite a few good combos out there now. 3) Fighters themselves tend to be a bit weak in my opinion, but overall the game is pretty close to balanced when used properly. In this case that would be a ton of different feat choices for the fighters (hundreds of feats to pick through at least) along with the proper conditions in the game (4 appropriate challenges per day). On a one vs one basis the fighter types have some very good equipment choices to really help out. A ring of spell turning, cloak of resistance, and a few other items and they will be sitting pretty with the caster not being able to do much save for running away (aka teleport or the like, which counts as a win for the fighter type). There are of course overpowered spells, but then there are also overpowered feats, and overpowered items. I personally make improved invis only stay invis for an extra attack (ie invis once you try to attack you are visible, improved invis you get one attack and then the next works just like invis) along with removing all save or dies and giving a few other buffs to the casters to make up for the loss. I have been in games where casters were gods (usually because there was only 1 battle per day and a pile of other reasons), where fighter types rules supreme (caster classes might as well not even show up, nothing ever mattered between saves, SR, resistances, immunities, etc etc), and where it was balanced. Generally, if you follow the guidelines properly and people try to shore up their characters weaknesses things work out fine. Too much specialization tends to lead to massive gaps in the defenses for all classes, and depending on what that weakness is it can ruin the game for that person (such as having a low will save). [/QUOTE]
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Outclassed, head too head, and belongings, items weapons save vs spells such as fireb
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