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General Tabletop Discussion
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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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<blockquote data-quote="Manbearcat" data-source="post: 5988892" data-attributes="member: 6696971"><p>How about we work off of the construct in the original post and determine where we need to "recalibrate" the grades in the micro-pillars of the Generalist Wizard to get its metrics in line with the Bard and the Rogue metrics:</p><p></p><p><em>The Generalist Wizard</em></p><p><em></em></p><p><em>Combat - A-</em> <em></em></p><p><em></em></p><p><em>Offense - A</em> <em></em></p><p><em>Defense - B</em></p><p><em>Control - A+</em></p><p><em><span style="color: Red"><u><strong>Support - B+</strong></u></span></em> <em></em></p><p><em></em></p><p><em>Mechanics: Average single target damage (with some single target spells that circumvent the mechanics) but considerable, varying options for unmatchable AoE capability (which again, sometimes working outside of the mechanical system). Although unmatchable, AoE spells are still generally less effective spells than their of-level Control counterparts (which speaks more to the potency of the Control capability). Static defensive capabilities are average but through spells, class has unmatched tactical mobility, illusory misdirection (self-target management) and extreme means of protections from ranged/melee physical attacks and elemental effects/spells. Bulwarking the defensive abilities are Conjurations/Summons spells which interpose themselves between the class and opponents. Unmatched means of control as preeminent battlefield dictator, through encounter changing action denial/harassment/inducement of negative status effect. Considerable support capability through numerous buffs; from static bonuses, physical/elemental damage/spell mitigation/protection, to action economy to unmatched tactical mobility. Grade: A-</em> <em></em></p><p><em></em></p><p><em>Exploration - A+</em> <em></em></p><p><em></em></p><p><em><span style="color: Red"><u><strong>Perpetuate Travel - A+</strong></u></span></em> <em></em></p><p><em><span style="color: Red"><u><strong>Solve Puzzle/Obstacle - A+</strong></u></span></em> <em></em></p><p><em>Circumvent Obstacle/Trap - A </em></p><p><em>Mitigate Exposure/Hazards - A</em></p><p><em></em></p><p><em>Mechanics: Has unmatched means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through lore, transmutations and divinations. Can mitigate exposure to features of hostile environments through abjurations, transmutations and sacrificial conjurations which makes travel through hostile domains safer. Through lore and unmatched divination use, can facilitate resolution of, and often circumvent, exploration conflict and puzzle challenges. Grade: A+</em> <em></em></p><p><em></em></p><p><em>Social - A</em> <em></em></p><p><em></em></p><p><em>Coerce Neutral NPC - A</em> <em></em></p><p><em><span style="color: Red"><u><strong>Gather Information - A+</strong></u></span></em> <em></em></p><p><em>Resolve Aggression Without Conflict - A-</em></p><p><em><span style="color: Red"><u><strong>Solve Mystery - A+</strong></u></span></em> <em></em></p><p><em></em></p><p><em>Mechanics: Through lore and unmatched enchantments, divinations, and illusions the class can effectively play the role of face, mediator and spy and can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Has the most access to system circumvention mechanics, borderline omniscience through divinations and summons, as means of mystery solving. Grade: A</em> </p><p></p><p></p><p>In my mind, the red, bolded, underlined metrics need tuning downward slightly. If this is true then, Teleports/Travel Spells, Divinations, and Buffs seem to be the "problem children" here.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 5988892, member: 6696971"] How about we work off of the construct in the original post and determine where we need to "recalibrate" the grades in the micro-pillars of the Generalist Wizard to get its metrics in line with the Bard and the Rogue metrics: [I]The Generalist Wizard Combat - A-[/I] [I] Offense - A[/I] [I] Defense - B Control - A+ [COLOR=Red][U][B]Support - B+[/B][/U][/COLOR][/I] [I] Mechanics: Average single target damage (with some single target spells that circumvent the mechanics) but considerable, varying options for unmatchable AoE capability (which again, sometimes working outside of the mechanical system). Although unmatchable, AoE spells are still generally less effective spells than their of-level Control counterparts (which speaks more to the potency of the Control capability). Static defensive capabilities are average but through spells, class has unmatched tactical mobility, illusory misdirection (self-target management) and extreme means of protections from ranged/melee physical attacks and elemental effects/spells. Bulwarking the defensive abilities are Conjurations/Summons spells which interpose themselves between the class and opponents. Unmatched means of control as preeminent battlefield dictator, through encounter changing action denial/harassment/inducement of negative status effect. Considerable support capability through numerous buffs; from static bonuses, physical/elemental damage/spell mitigation/protection, to action economy to unmatched tactical mobility. Grade: A-[/I] [I] Exploration - A+[/I] [I] [COLOR=Red][U][B]Perpetuate Travel - A+[/B][/U][/COLOR][/I] [I] [COLOR=Red][U][B]Solve Puzzle/Obstacle - A+[/B][/U][/COLOR][/I] [I] Circumvent Obstacle/Trap - A Mitigate Exposure/Hazards - A Mechanics: Has unmatched means to expedite overland, group travel. Hastens group travel and delivers access to hidden/hazardous areas through lore, transmutations and divinations. Can mitigate exposure to features of hostile environments through abjurations, transmutations and sacrificial conjurations which makes travel through hostile domains safer. Through lore and unmatched divination use, can facilitate resolution of, and often circumvent, exploration conflict and puzzle challenges. Grade: A+[/I] [I] Social - A[/I] [I] Coerce Neutral NPC - A[/I] [I] [COLOR=Red][U][B]Gather Information - A+[/B][/U][/COLOR][/I] [I] Resolve Aggression Without Conflict - A- [COLOR=Red][U][B]Solve Mystery - A+[/B][/U][/COLOR][/I] [I] Mechanics: Through lore and unmatched enchantments, divinations, and illusions the class can effectively play the role of face, mediator and spy and can facilitate, and sometimes circumvent, the resolution of urban and social conflicts. Has the most access to system circumvention mechanics, borderline omniscience through divinations and summons, as means of mystery solving. Grade: A[/I] In my mind, the red, bolded, underlined metrics need tuning downward slightly. If this is true then, Teleports/Travel Spells, Divinations, and Buffs seem to be the "problem children" here. [/QUOTE]
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The (Generalist) Rogue, Bard, and Wizard. One of these things is not like the other.
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