Thresher said:Funny how the 'default setting' gets kicked down to accomodate a Forgotten Realms PrC that dosnt really fit into the 'default setting' but I guess thats why we got Red Wizzies as well.
Maybe its time for Wotc to think about what the default setting actually is, yes thats nice, you whored it up in some realms game at home with your archmage Mr Designer but for the rest of us that arent doing it I dont really see the need to inflict it as a flaw in the system for everyone else who wasnt raping the rules.
No- and they aren't supposed to be weaker either. They are supposed to be balanced- but specialized for flavor.(psi):
PRCs aren't supposed to be more powerful than core classes, whether they are FR-specific or not.
I understand this, but who ever has the perfect spell prepared at any given moment. A clr10 only has 6/3/2/1 spells per day. The lower ones are almost useless at that level. And so he really only 3 spells +D a day to cast effectively. How is he able to gauge which enemy he will encounter that day, and if it is not an NPC, what is the beasts' good saves.Ryan Dancey: (+2 is like having a 9 lvl advantage)
Kamikaze Midget said:Also somthing to consier: Hieghten Spell.
It's pretty much only benefit in upping the spell level was upping the DC. It's still a potent tool to prep with, because the spell's higher level also hits SR pretty nicely.
Urbannen said:Practical experience has shown that no matter how high the save DC, they will still make their first save, and that includes critters with "bad" saves. Or maybe my DMs have always fudged in their favor.
Nerfing SF and GSF means that spellcasters that would like to focus on using offensive spells from the Enchantment, Illusion, or (new) Transmutation schools will need to think twice about doing so. Every spell slot or learned spell represents a valuable non-renewable resource to the caster. Why prepare Suggestion when a Lightning Bolt is sure to deal damage?
In some ways the nerf makes sense, because a spellcaster has to carry more than one version of a "save-or-die" spell in order to be effective, one for when it fails the first time and another to try again.
[/b](When it fails for the second time, hope you're a sorcerer. Well, heck, at that point, just go to Magic Missile.)[/b]
This means that a spellcaster has to use more of his resources to take out a foe. This was the idea, I guess.
The question remains: Are you going to devote resources to spells that may or may not be very effective, or to spells that will always have some effect, namely Evocations and Conjurations?
A fighter doesn't lose access to his weapon after using it a certain number of times - a spellcaster does.
With the advent of creatures with spell resistance at higher levels, it is just pointless to prepare or learn some of these spells. DM: "You got through spell resistance." Player of Enchanter: "Great" DM: "But it made it save" Player: "But it made its save the last time I got through spell resistance, three rounds ago! I don't have anymore offensive spells left - I wish I had just prepared all Cones of Cold"
The school of Illusion was especially hard hit by this change. If even one member of a group sees through an illusion, that means everyone in the group will likely see through it. Low level image are just incredibly easy to save against - and they don't even deal damage.
Also somthing to consier: Hieghten Spell.
It's pretty much only benefit in upping the spell level was upping the DC. It's still a potent tool to prep with, because the spell's higher level also hits SR pretty nicely.
I understand this, but who ever has the perfect spell prepared at any given moment. A clr10 only has 6/3/2/1 spells per day.
The lower ones are almost useless at that level. And so he really only 3 spells +D a day to cast effectively. How is he able to gauge which enemy he will encounter that day, and if it is not an NPC, what is the beasts' good saves.
Taking both feats gives you +2, or 10% advantage. For a player with only 4 feats (lvl 10 human cleric) spending two of them for a measly 10% is not worth it. That is an 11 instead of 10 on a d20. Is it really worth it?
And then you come to a char with good saves. Does that make your caster a gimp now? Before, you can rely on your fireballs and Lbolts to do some damage from far away. Now, it's a 55% hit? I'm sorry, but for 2 feats...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.