Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Remedial Character Building 101...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 2293386" data-attributes="member: 3146"><p>The advice that's been given so far is good advice, but it leaves out one important aspect:</p><p></p><p>1. Decide what you want your character to do.</p><p></p><p>So you're playing a wizard. Do you want to shape the battlefield, buff the party, control people's mind, kill foes with a word, or blow stuff up? As a wizard, you're going to have to do more than just your specialty, but you need to pick something to be good at. After you've made your character good at that, then you consider what else he can do.</p><p></p><p>For instance, let's say you want to blow stuff up in big areas. You'll be casting spells like fireball, flaming sphere, etc, most of which have saves, so you'll want at least a 16 int. You'll also want to think about feats like spell focus, greater spell focus, and empower spell. After you've done that, you can look at your capabilities and figure out that you can use area control spells like solid fog and wall of force and your high int makes your save or die/control spells pretty effective too.</p><p></p><p>On the other hand, let's say you want to control the battlefield. You'll be casting spells like web, solid fog, sleet storm, wall of force, etc, most of which either have no saves, or work almost as well even if the enemy saves. (Web is one of the latter). You don't need spell focus, and only need int for bonus spells, so you can afford to leave it at 15 if you want. However, the best time to effect the battlefield is before anyone's had a chance to move, so initiative will be a priority for you. Improved Initiative is a good feat for a character like this and Sculpt Spell (Complete Arcane, so you'd need to wait until level 3 to take it in Living Greyhawk) is very good too. If you have a mediocre or poor int, you won't be too good at save or die spells or blasting spells, but a good dex means that you can make ranged touch attacks quite effectively and buffing your party members works just as well as it does for anyone.</p><p></p><p>Since you mentioned Living Greyhawk, there's a second thing to consider:</p><p></p><p>2. You won't always play with the same group, so you'll need to have a reasonably flexible character. If your character is set up so that you do nothing but Bull's Strength, and Enlarge Person, you'll be up a creek when you're in a party with a bunch of weapon-finesse using rogues. If you're all about the battlefield control spells and you're in a party full of other controllers without any real damage dealers, you'll be in for a rough time. In a home campaign, you could develop your strategy around specific party members: "I take sonic weapon for the archer with rapid shot and mage armor for the monk." In Living Greyhawk (or any other living campaign), you can't develop your strategy around a specific group member--you have to flexible enough to be effective with whatever group you fall in with.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2293386, member: 3146"] The advice that's been given so far is good advice, but it leaves out one important aspect: 1. Decide what you want your character to do. So you're playing a wizard. Do you want to shape the battlefield, buff the party, control people's mind, kill foes with a word, or blow stuff up? As a wizard, you're going to have to do more than just your specialty, but you need to pick something to be good at. After you've made your character good at that, then you consider what else he can do. For instance, let's say you want to blow stuff up in big areas. You'll be casting spells like fireball, flaming sphere, etc, most of which have saves, so you'll want at least a 16 int. You'll also want to think about feats like spell focus, greater spell focus, and empower spell. After you've done that, you can look at your capabilities and figure out that you can use area control spells like solid fog and wall of force and your high int makes your save or die/control spells pretty effective too. On the other hand, let's say you want to control the battlefield. You'll be casting spells like web, solid fog, sleet storm, wall of force, etc, most of which either have no saves, or work almost as well even if the enemy saves. (Web is one of the latter). You don't need spell focus, and only need int for bonus spells, so you can afford to leave it at 15 if you want. However, the best time to effect the battlefield is before anyone's had a chance to move, so initiative will be a priority for you. Improved Initiative is a good feat for a character like this and Sculpt Spell (Complete Arcane, so you'd need to wait until level 3 to take it in Living Greyhawk) is very good too. If you have a mediocre or poor int, you won't be too good at save or die spells or blasting spells, but a good dex means that you can make ranged touch attacks quite effectively and buffing your party members works just as well as it does for anyone. Since you mentioned Living Greyhawk, there's a second thing to consider: 2. You won't always play with the same group, so you'll need to have a reasonably flexible character. If your character is set up so that you do nothing but Bull's Strength, and Enlarge Person, you'll be up a creek when you're in a party with a bunch of weapon-finesse using rogues. If you're all about the battlefield control spells and you're in a party full of other controllers without any real damage dealers, you'll be in for a rough time. In a home campaign, you could develop your strategy around specific party members: "I take sonic weapon for the archer with rapid shot and mage armor for the monk." In Living Greyhawk (or any other living campaign), you can't develop your strategy around a specific group member--you have to flexible enough to be effective with whatever group you fall in with. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Remedial Character Building 101...
Top