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<blockquote data-quote="Sekhmet" data-source="post: 5966900" data-attributes="member: 97602"><p>[MENTION=8461]Alzrius[/MENTION] Casters don't run out of spells after about level 5. If you're playing a caster in a way that does, then you're playing it wrong. I don't know how you can continue to believe they do, especially when even Wizards can get up to 8+ spells per spell level and carry an effectively infinite number of wands. </p><p> Played correctly, you never "have to choose" to use a "big gun", you can fairly well perform the same function every encounter, all day.</p><p> Blasting is not the role of the caster. I make no claim that Wizards and Fighters can deal the same amount of damage all day - the fact that an optimized Fighter can deal (under the correct circumstances) hundreds of damage per round with very little chance of missing is the only role he can actually best a caster in. </p><p></p><p> Regarding the rest of the text on Pg. 49, no one stopped reading. In all of those cases, you're still expending the same amount of resources per day - about 80%. If your caster is blowing his load early in the day, he's being foolish - like an archer using all of his arrows, a fighter using all of his potions, or a rogue throwing all of his grenades.</p><p></p><p> In the case of low-ECL encounters, one spell can take care of the entire encounter. One Grease (even if you save, you move at half speed) can give your party the time to take them out with ranged attacks, spending less than 5% of your party's resources. One Darkness gives your melee fighters with Blindfight/Blindsense time to kill everything without getting hit - again, less than 5% of your party's resources.</p><p> </p><p> Regarding "single standard action replacing party member" - lets say you cast Summon Monster I and bring out a Celestial Dog. That Dog can effectively replace your Fighter for the duration of the spell at lower levels. You get a full round action, they get a full round action. The Medium Centipede can best a Fighter, considering the 1d3/1d3 Dex damage.</p><p> Grease removes the Fighter from play by making it move at half speed or fall prone. </p><p> Fly forces the Fighter to twiddle his thumbs while you do whatever you want to him.</p><p> </p><p> Regarding taking his weapon to prevent tripping - without his weapon, he doesn't threaten nearly as many squares, reducing his ability to control a battlefield.</p><p> Regarding Reduce Person - It lowers his To Hit, his Damage, and his reach - since you're wearing Mage Armor or Bracers regardless of the presence of Fighters, your point is moot.</p><p> Regarding "if you take away this, he'll just do this" - Fighters are forced to specialize. Trippers are generally not Damage Dealers or Grapplers. Grapplers aren't Trippers or Damage Dealers. Damage Dealers are not Grapplers or Trippers. Taking away what they are good at forces them to do something subpar, like removing the Rogue's ability to Sneak Attack or the Archer's ability to stay at range.</p><p> Regarding "lol saves/rolls" - use spells that target weak saves. If your opponent has a high AC, hit his touch ac. If he has a high touch, hit his square. If he has a high fort, hit his reflex or will. If his Dex is high, hit another ability score. No one has all around perfect defenses, there is always a hole that is easy to ascertain.</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5966900, member: 97602"] [MENTION=8461]Alzrius[/MENTION] Casters don't run out of spells after about level 5. If you're playing a caster in a way that does, then you're playing it wrong. I don't know how you can continue to believe they do, especially when even Wizards can get up to 8+ spells per spell level and carry an effectively infinite number of wands. Played correctly, you never "have to choose" to use a "big gun", you can fairly well perform the same function every encounter, all day. Blasting is not the role of the caster. I make no claim that Wizards and Fighters can deal the same amount of damage all day - the fact that an optimized Fighter can deal (under the correct circumstances) hundreds of damage per round with very little chance of missing is the only role he can actually best a caster in. Regarding the rest of the text on Pg. 49, no one stopped reading. In all of those cases, you're still expending the same amount of resources per day - about 80%. If your caster is blowing his load early in the day, he's being foolish - like an archer using all of his arrows, a fighter using all of his potions, or a rogue throwing all of his grenades. In the case of low-ECL encounters, one spell can take care of the entire encounter. One Grease (even if you save, you move at half speed) can give your party the time to take them out with ranged attacks, spending less than 5% of your party's resources. One Darkness gives your melee fighters with Blindfight/Blindsense time to kill everything without getting hit - again, less than 5% of your party's resources. Regarding "single standard action replacing party member" - lets say you cast Summon Monster I and bring out a Celestial Dog. That Dog can effectively replace your Fighter for the duration of the spell at lower levels. You get a full round action, they get a full round action. The Medium Centipede can best a Fighter, considering the 1d3/1d3 Dex damage. Grease removes the Fighter from play by making it move at half speed or fall prone. Fly forces the Fighter to twiddle his thumbs while you do whatever you want to him. Regarding taking his weapon to prevent tripping - without his weapon, he doesn't threaten nearly as many squares, reducing his ability to control a battlefield. Regarding Reduce Person - It lowers his To Hit, his Damage, and his reach - since you're wearing Mage Armor or Bracers regardless of the presence of Fighters, your point is moot. Regarding "if you take away this, he'll just do this" - Fighters are forced to specialize. Trippers are generally not Damage Dealers or Grapplers. Grapplers aren't Trippers or Damage Dealers. Damage Dealers are not Grapplers or Trippers. Taking away what they are good at forces them to do something subpar, like removing the Rogue's ability to Sneak Attack or the Archer's ability to stay at range. Regarding "lol saves/rolls" - use spells that target weak saves. If your opponent has a high AC, hit his touch ac. If he has a high touch, hit his square. If he has a high fort, hit his reflex or will. If his Dex is high, hit another ability score. No one has all around perfect defenses, there is always a hole that is easy to ascertain. [/QUOTE]
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