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*Pathfinder & Starfinder
Too powerful? What am I missing... (please help)
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<blockquote data-quote="Enforcer" data-source="post: 3476526" data-attributes="member: 396"><p>And what does the wilder do when he's enervated the next turn? Or when he surges his energy ray through the roof and comes across a simple lesser globe of invulnerability? Or fights a golem? Or tries to blast a raging orc barbarian? Or the high-touch-AC bad guy who's already in melee? Or picks the wrong energy type? Or has to do pretty much anything other than blasting? Most importantly, by establishing himself as the heavy-all-I-do-is-blast artillery, what does he do when the bad guys all try to kill him? How about when he's dazed after surging?</p><p></p><p>At low levels, sure, pretty powerful, but the sorcerer does almost as well for a lot longer and with versatility! At higher levels hit point damage isn't where it's at--buffing, creature control, and instant death effects rule the school. Which is better, killing an enemy or making him fight for you? Killing an enemy or killing a whole group of them with a mass death effect? Killing an enemy or buffing the whole party with haste? Killing an enemy or debuffing all of them (e.g. mass hold person or slow)? The sorcerer gets a choice, the wilder not so much.</p><p></p><p>Blasting isn't always the optimal choice (not even mostly at higher levels of play I'd argue), and thanks to the wild surge mechanic that's the only thing the wilder is good at. And he's done for the day afterwards. Yay extra baggage!</p><p></p><p>Whereas the party Fighter with a greatsword is doing consistently good (but not great) damage all day long. The Rogue, Sorcerer, and Wizard too! Heck with the right spells the Cleric or Druid can make minced-meat out of all of them. Maybe the Fighter can throw the depleted Wilder at the next group of bad guys as a surprise tactic?</p></blockquote><p></p>
[QUOTE="Enforcer, post: 3476526, member: 396"] And what does the wilder do when he's enervated the next turn? Or when he surges his energy ray through the roof and comes across a simple lesser globe of invulnerability? Or fights a golem? Or tries to blast a raging orc barbarian? Or the high-touch-AC bad guy who's already in melee? Or picks the wrong energy type? Or has to do pretty much anything other than blasting? Most importantly, by establishing himself as the heavy-all-I-do-is-blast artillery, what does he do when the bad guys all try to kill him? How about when he's dazed after surging? At low levels, sure, pretty powerful, but the sorcerer does almost as well for a lot longer and with versatility! At higher levels hit point damage isn't where it's at--buffing, creature control, and instant death effects rule the school. Which is better, killing an enemy or making him fight for you? Killing an enemy or killing a whole group of them with a mass death effect? Killing an enemy or buffing the whole party with haste? Killing an enemy or debuffing all of them (e.g. mass hold person or slow)? The sorcerer gets a choice, the wilder not so much. Blasting isn't always the optimal choice (not even mostly at higher levels of play I'd argue), and thanks to the wild surge mechanic that's the only thing the wilder is good at. And he's done for the day afterwards. Yay extra baggage! Whereas the party Fighter with a greatsword is doing consistently good (but not great) damage all day long. The Rogue, Sorcerer, and Wizard too! Heck with the right spells the Cleric or Druid can make minced-meat out of all of them. Maybe the Fighter can throw the depleted Wilder at the next group of bad guys as a surprise tactic? [/QUOTE]
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