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Reigning in casters
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<blockquote data-quote="Elf Witch" data-source="post: 6288190" data-attributes="member: 9037"><p>I have never understood this attitude that holding off the bad guys while another class does that actual killing is such a problem. In my opinion they are a team and they worked together to save the day. If only a few classes at the table always get the glory this is a DM problem. Last night in the game I play, I play a necromancer in it we had a big fight against constructs. My spells were useless except for my mage hand which was able to pick up one of the small ones and toss it into the fire. I had only one memorized so I spent the rest of the battle running around trying to flank and swing my quarterstaff. It was the barbarian and the druid who rocked in that battle. </p><p></p><p>Yes wizards are versatile depending on how they are built but so are rogues I have seen one with a maxed out use magic device out fight the fighter and have the ability threw wands cast both divine and arcane spells. </p><p></p><p>The reason magic is versatile is that it allows the party to have resources it might lack hence the much maligned knock spell. The problem comes in when a player hogs the spotlight and steps all over the other players toes. When we have a rogue in the party whose specialty is opening locks I would never playing a wizard take knock spells so I can outshine him, as a DM I would not allow knock wands in my game unless it was the player playing a rogue who asked for one. But I do like knowing that it is a resource I can give a party that does not have anyone who can pick locks.</p><p></p><p>There are ways to rein in casters if you have a problem with them but again I would rather see this as optional rather than doing what 4E did.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6288190, member: 9037"] I have never understood this attitude that holding off the bad guys while another class does that actual killing is such a problem. In my opinion they are a team and they worked together to save the day. If only a few classes at the table always get the glory this is a DM problem. Last night in the game I play, I play a necromancer in it we had a big fight against constructs. My spells were useless except for my mage hand which was able to pick up one of the small ones and toss it into the fire. I had only one memorized so I spent the rest of the battle running around trying to flank and swing my quarterstaff. It was the barbarian and the druid who rocked in that battle. Yes wizards are versatile depending on how they are built but so are rogues I have seen one with a maxed out use magic device out fight the fighter and have the ability threw wands cast both divine and arcane spells. The reason magic is versatile is that it allows the party to have resources it might lack hence the much maligned knock spell. The problem comes in when a player hogs the spotlight and steps all over the other players toes. When we have a rogue in the party whose specialty is opening locks I would never playing a wizard take knock spells so I can outshine him, as a DM I would not allow knock wands in my game unless it was the player playing a rogue who asked for one. But I do like knowing that it is a resource I can give a party that does not have anyone who can pick locks. There are ways to rein in casters if you have a problem with them but again I would rather see this as optional rather than doing what 4E did. [/QUOTE]
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