Revision Spotlight on Gnomes


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I don't think so... and I was more refering to the changed and enhanced spell list of possibly known spells for the bard... Perhaps finally some useful things ;)?
 

I'm pretty sure they'll say something like "if you would face multiclass penalties cause of changed favored classes, ignore them."

There are things that really need changing.
 

Well looks like I'll just have to stick with 3.0, if that. I haven't seen a thing I like about 4.0 A couple of thing were so-so, but nothing to put up with the things I didn't like. I really could not see playing a spell-caster in this edition. No wonder they say the mystic theurge is balanced.
 


Why does everybody hate Gnomes so much? They might not be great fighters, but they make really good mages. Getting 18 con isn't hard for a gnomish wiz/sorc with toad familiar. Str isn't important for casters. They get cool bonuses for illusion, small helps AC, and they get lots of cool racial bonuses.
 

Somehow I think that toad familiars won't grant +2 Con anymore. And that's a good thing.


rangerjohn said:
Well looks like I'll just have to stick with 3.0, if that. I haven't seen a thing I like about 4.0 A couple of thing were so-so, but nothing to put up with the things I didn't like. I really could not see playing a spell-caster in this edition. No wonder they say the mystic theurge is balanced.

What about spellcasters? Haven't heard of anything where they get the shaft.
 

KaeYoss said:

What about spellcasters? Haven't heard of anything where they get the shaft.

It seems that all those changes to spells like bull's str, haste, hold person, polymorph and disintegrate have suddenly made it much harder to munch out a wizard.

Oops! Did I mention the M word? Sorry, terrible faux pas there. I should hasten to add that most of the people who are complaining about these changes took the wizard class for the purest roleplaying reasons only. I'm sure that nobody would have been so base as to play a wizard purely for the sake of powergaming. With that in mind, allow me to correct that statement above:

It seems that all those changes to spells like bull's str, haste, hold person, polymorph and disintegrate have suddenly made it much harder to roleplay a wizard. <---- FIXED VERSION
 

Hm... the new duration of the ability score buff spells comes as a shock. I think my cleric will have to get something for his health, for his extended endurance won't help him anymore (unless they have a bigger version of the spell, with a longer duration). Time to get rid of those bracers of archery.

But all the changes to spells I know about so far only make sense. Harm's a no-brainer, haste was a must-have, polymorph was abused so much that it hurt.....
 

Please.

It will be just as easy to munch out a wizard as ever, just like it's easy to much out any class (except maybe monk) - just have a look at the sultans of smack thread.

What I'm more concerned about is if the average, non-munched wizard will be able to perform well alongside other classes under 3.5e rules, when a lot of the sneak peeks I've seen are either spell nerfs (hold person springs to mind) or melee buffs (Greater weapon focus/specialization).

I feel that non-munched wizards already have some power issues at the highest levels. Things like Spell Resistance and Energy Resistances & Immunities make the wizard's power very all-or-nothing. Save-or-die effects soon become the only ones that make any sense to use (and even they fast become very unlikely to succeed, if the wizard is non-munched) - the wizard will either dominate the encounter, or not affect it at all. Much of the perception of the wizard as being overpowered is tied closely to these effects, and none of the 'wizard nerfs' have done anything to address this; rather by weakening the wizard in other areas they encourage it.
 

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