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Rant: WotC can't design their spells "right"
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<blockquote data-quote="Particle_Man" data-source="post: 1898792" data-attributes="member: 892"><p>In one of the campaigns in which I play, wizards and sorcerors suck, even after the DM upped their damage die type (so magic missle does xd6+1, fireballs do xd8, etc.).</p><p></p><p>In another campaign, almost everyone is a caster, and a multi-classed caster at that. But the DM goes into Care Bear mode for combat, and does a lot of roleplay intrigue and stuff, so it works out.</p><p></p><p>In my King Arthur campaign, there is a spell point system. I also allowed all the casters to have complete spontaneity. They could cast all spells on their spell list, if they had the points to do it, without memorization or preparation of any kind. They do ok, but they don't dominate in combat more than others (usually they would die without the knights kicking butt and taking names). The spells that proved useful were magic weapon, ability score buffs, haste, web, shield, mage armor, dispel magic (when shield and mage armor were cast by a dragon), invisibility.</p><p></p><p>Monsters simply have too many hp and too much SR. Damage spells don't work in 3.5 in the campaigns I am in. The meat shields dominate. The casters die. The only way to change that is to have the spells do more damage. Take off the damage caps and double the damage of damage-doing spells, see if that helps.</p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1898792, member: 892"] In one of the campaigns in which I play, wizards and sorcerors suck, even after the DM upped their damage die type (so magic missle does xd6+1, fireballs do xd8, etc.). In another campaign, almost everyone is a caster, and a multi-classed caster at that. But the DM goes into Care Bear mode for combat, and does a lot of roleplay intrigue and stuff, so it works out. In my King Arthur campaign, there is a spell point system. I also allowed all the casters to have complete spontaneity. They could cast all spells on their spell list, if they had the points to do it, without memorization or preparation of any kind. They do ok, but they don't dominate in combat more than others (usually they would die without the knights kicking butt and taking names). The spells that proved useful were magic weapon, ability score buffs, haste, web, shield, mage armor, dispel magic (when shield and mage armor were cast by a dragon), invisibility. Monsters simply have too many hp and too much SR. Damage spells don't work in 3.5 in the campaigns I am in. The meat shields dominate. The casters die. The only way to change that is to have the spells do more damage. Take off the damage caps and double the damage of damage-doing spells, see if that helps. [/QUOTE]
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Rant: WotC can't design their spells "right"
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