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<blockquote data-quote="Sekhmet" data-source="post: 5967908" data-attributes="member: 97602"><p>When the majority of spells are expended, a caster Rope Tricks or Teleports home to rest for a day.</p><p> Resting for a day allows a caster to summon an angel/unicorn/whathaveyou to heal them - one spell for full hit points.</p><p> Spell books are not consumables. </p><p> You can usually ascertain creature weaknesses by looking at them or examining their lore - both of which are possible with divination.</p><p> You're very stuck on "casters run out of spells". How many combats does it take to use 36 spells, when one or two end an encounter? </p><p> Saving throws are almost never an issue - always target weak saves or use no-save spells. Memorize versatile spells instead of singular use spells.</p><p> When Silenced (which is an easy save to make), the caster can pull his metamagic wand out or walk 10 ft. in any direction (and still cast that turn). Unlike Grease, Silence doesn't hinder movement or require saves to be able to move at all.</p><p> While you may be right about rarely needing to teleport into a combat, the fact that wizards have the option of teleporting away and bombarding the area with Range: Long spells is superior to the Fighter needing to be in melee.</p><p> Spending 36 spells doesn't happen in one day. With same CR encounters, that's 9 spells per encounter. With a variety of CR encounters (before using consumables), you can safely throw 3 spells per encounter. </p><p> A Fighter with no gear and a weapon is still more or less as useless as without a weapon (in fact, probably more so). He runs into combat and gets killed with no defenses.</p><p> </p><p> RE: Diversity</p><p> Scenarios are predictable with divination - casters prepare generally useful spells - Wizards (with the fewest total spell slots) have 36 spells per day (Sorcs have 54, Clerics have 50, Druids have 41), many of which are single-spell encounter enders - summons last for 20 rounds (or longer).</p><p> </p><p> Fighters hit things. As they run out of resources, they hit things. As he loses hit points, he hits things. When he's out of hit points, he dies. His versatility is having a variety of weapons (crafted by casters) and potions/items (crafted by casters) to help him overcome any monster after CR6.</p><p></p><p> RE: Batman</p><p> Given a day, Batman is omniscient and omnipotent.</p><p> Given a day, Fighters are probably drunk.</p><p></p><p> All of your posts have been cop-outs, deflections, and unsubstantial drivel. I'm very done putting any effort into talking to you [spoiler] (because you're either a person who can't rectify preconceived rhetoric or a troll. )[/spoiler]</p></blockquote><p></p>
[QUOTE="Sekhmet, post: 5967908, member: 97602"] When the majority of spells are expended, a caster Rope Tricks or Teleports home to rest for a day. Resting for a day allows a caster to summon an angel/unicorn/whathaveyou to heal them - one spell for full hit points. Spell books are not consumables. You can usually ascertain creature weaknesses by looking at them or examining their lore - both of which are possible with divination. You're very stuck on "casters run out of spells". How many combats does it take to use 36 spells, when one or two end an encounter? Saving throws are almost never an issue - always target weak saves or use no-save spells. Memorize versatile spells instead of singular use spells. When Silenced (which is an easy save to make), the caster can pull his metamagic wand out or walk 10 ft. in any direction (and still cast that turn). Unlike Grease, Silence doesn't hinder movement or require saves to be able to move at all. While you may be right about rarely needing to teleport into a combat, the fact that wizards have the option of teleporting away and bombarding the area with Range: Long spells is superior to the Fighter needing to be in melee. Spending 36 spells doesn't happen in one day. With same CR encounters, that's 9 spells per encounter. With a variety of CR encounters (before using consumables), you can safely throw 3 spells per encounter. A Fighter with no gear and a weapon is still more or less as useless as without a weapon (in fact, probably more so). He runs into combat and gets killed with no defenses. RE: Diversity Scenarios are predictable with divination - casters prepare generally useful spells - Wizards (with the fewest total spell slots) have 36 spells per day (Sorcs have 54, Clerics have 50, Druids have 41), many of which are single-spell encounter enders - summons last for 20 rounds (or longer). Fighters hit things. As they run out of resources, they hit things. As he loses hit points, he hits things. When he's out of hit points, he dies. His versatility is having a variety of weapons (crafted by casters) and potions/items (crafted by casters) to help him overcome any monster after CR6. RE: Batman Given a day, Batman is omniscient and omnipotent. Given a day, Fighters are probably drunk. All of your posts have been cop-outs, deflections, and unsubstantial drivel. I'm very done putting any effort into talking to you [spoiler] (because you're either a person who can't rectify preconceived rhetoric or a troll. )[/spoiler] [/QUOTE]
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