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[Rev] Will they remove the toad?
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<blockquote data-quote="Felon" data-source="post: 520314" data-attributes="member: 8158"><p>Given the choice between an ability that makes one tougher and an ability that makes one more perceptive the powergaming choice is to become tougher. A wizard/sorcerer needs hit points; they typically don't to be good at reconoitering. Let the classes who actually have a talent for scouting do that.</p><p></p><p> </p><p></p><p>But EVERYONE isn't a powergamer. Someone might choose a familiar with a weak ability for reasons of personal taste. Players shouldn't have to choose the familiar they like over a familiar that offers the most puissant bonuses. All the familiars should offer abilities that whet the appetite. </p><p></p><p>And at any rate, "overpowered" should be defined by far less empirical methods than just looking at one's own group of gamers and deeming their choices to be representative of what *everyone* does. Some groups are more ahead of the munchkin curve than others <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Well, most folks in my group find 3e arcane spellcasters on the whole to be unappealing. 3e divine spellcasters have so darn many advantages over them (hit points, BAP, Fort save, weapon/armor proficiency, no arcane spell failure rate, learn all spells automatically, all-encompassing spell list, turn undead, domain powers, shapeshifiting, etc.), with not so much to tip the scales back up for the arcane casters. Familiars certainly don't cut it. IMHO, some folks have it backwards. Don't nerf the toad, but rather give some love to all of the other familiars. </p><p></p><p>But to answer your question, the handful of wizards and sorcerers that my group has seen over the last few years have for the most part passed on familiars altoghter. There's too much to lose when they die, and not so much to gain while they live. But the three that did have familiars picked the toad. Seemed like a no-brainer to them.</p></blockquote><p></p>
[QUOTE="Felon, post: 520314, member: 8158"] Given the choice between an ability that makes one tougher and an ability that makes one more perceptive the powergaming choice is to become tougher. A wizard/sorcerer needs hit points; they typically don't to be good at reconoitering. Let the classes who actually have a talent for scouting do that. [b][/b] But EVERYONE isn't a powergamer. Someone might choose a familiar with a weak ability for reasons of personal taste. Players shouldn't have to choose the familiar they like over a familiar that offers the most puissant bonuses. All the familiars should offer abilities that whet the appetite. And at any rate, "overpowered" should be defined by far less empirical methods than just looking at one's own group of gamers and deeming their choices to be representative of what *everyone* does. Some groups are more ahead of the munchkin curve than others :) Well, most folks in my group find 3e arcane spellcasters on the whole to be unappealing. 3e divine spellcasters have so darn many advantages over them (hit points, BAP, Fort save, weapon/armor proficiency, no arcane spell failure rate, learn all spells automatically, all-encompassing spell list, turn undead, domain powers, shapeshifiting, etc.), with not so much to tip the scales back up for the arcane casters. Familiars certainly don't cut it. IMHO, some folks have it backwards. Don't nerf the toad, but rather give some love to all of the other familiars. But to answer your question, the handful of wizards and sorcerers that my group has seen over the last few years have for the most part passed on familiars altoghter. There's too much to lose when they die, and not so much to gain while they live. But the three that did have familiars picked the toad. Seemed like a no-brainer to them. [/QUOTE]
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[Rev] Will they remove the toad?
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