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Theocracy vs. Magocracy: who would win?
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<blockquote data-quote="reiella" data-source="post: 114138" data-attributes="member: 160"><p>Hmm, wouldn't weigh too heavily on clerics being more charismatic etc. Not even really paladins either in practice.</p><p></p><p>I mean, after all, Sorcerers will tend to just have higher Charisma since that's their only 'class critical' stat to worry about.</p><p></p><p>Healing magic I don't causing too much difference either way (at least not when compared to the rather yicky destructive force available to mages in general).</p><p></p><p>The higher level of clerics abound would kinda have to imply that there were a similiar number of mages around (at least to make it reasonably fair). The larger numbers of mages tends to generate larger ammounts of massive area damage, while a larger number of clerics produces a slightly more resilent fighting force.</p><p></p><p>5000 gp for a true res also is a bit troublesome (Although compared to the 5000 xp for a Wizard to Wish someone alive isn't much), the clerical individuals hold a greater advantage in recovering from death (mages need to have access to Clone so that would be out of the way fo a while).</p><p></p><p>Recovery does take time however, and the mages are capable of keeping tabs on the body, they can prevent it from being raised if necessary (1 minute for Raise Dead, 10 for Resurrection,10 for True Res), even with aid of Sanctuary what tends to be the higher save for mages?</p><p></p><p>I just tend to think/feel that the mages would gain a rather immense advantage in logistics (Teleport) and stealth (Invis). It's really that advantage I see being deciding for mages though.</p><p></p><p>Priests tend to accel at more defensive measures (Glyph of Warding, etc), although the wall spells can be just as useful.</p><p></p><p>I also don't tend to think that Fire Ball would be the 'best' in a war type environment... Flaming Sphere would be able to deal alot more damage to conventional troops.</p><p></p><p>[ Edit Fixed Fire Bal(l) spelling ]</p></blockquote><p></p>
[QUOTE="reiella, post: 114138, member: 160"] Hmm, wouldn't weigh too heavily on clerics being more charismatic etc. Not even really paladins either in practice. I mean, after all, Sorcerers will tend to just have higher Charisma since that's their only 'class critical' stat to worry about. Healing magic I don't causing too much difference either way (at least not when compared to the rather yicky destructive force available to mages in general). The higher level of clerics abound would kinda have to imply that there were a similiar number of mages around (at least to make it reasonably fair). The larger numbers of mages tends to generate larger ammounts of massive area damage, while a larger number of clerics produces a slightly more resilent fighting force. 5000 gp for a true res also is a bit troublesome (Although compared to the 5000 xp for a Wizard to Wish someone alive isn't much), the clerical individuals hold a greater advantage in recovering from death (mages need to have access to Clone so that would be out of the way fo a while). Recovery does take time however, and the mages are capable of keeping tabs on the body, they can prevent it from being raised if necessary (1 minute for Raise Dead, 10 for Resurrection,10 for True Res), even with aid of Sanctuary what tends to be the higher save for mages? I just tend to think/feel that the mages would gain a rather immense advantage in logistics (Teleport) and stealth (Invis). It's really that advantage I see being deciding for mages though. Priests tend to accel at more defensive measures (Glyph of Warding, etc), although the wall spells can be just as useful. I also don't tend to think that Fire Ball would be the 'best' in a war type environment... Flaming Sphere would be able to deal alot more damage to conventional troops. [ Edit Fixed Fire Bal(l) spelling ] [/QUOTE]
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