Way too many Epic Level Spellcasters

Actually, why would the train someone with a 12 Int. At 4rh level he has to advance his Int to 12 so he can cast 3rd level spells at 5th and then at 7th level he does not get 4th level spells until 8th level and then he sunk until 12th level with no better than 4th level spells. Bad survivability.

They should only train 16 Int or better character. Higher survival rate. (more bonus spells too).
 

log in or register to remove this ad

Maybe not at least 16, but at least anyone with 13 and some decent attitude about magic, and anyone with Int 15. How do characters measure someone else's stats IC anyway? The only methods I can think of are testing how much ability drain they can take before dying...
 

jmucchiello said:
Actually, why would the train someone with a 12 Int. At 4rh level he has to advance his Int to 12 so he can cast 3rd level spells at 5th and then at 7th level he does not get 4th level spells until 8th level and then he sunk until 12th level with no better than 4th level spells. Bad survivability.

They should only train 16 Int or better character. Higher survival rate. (more bonus spells too).

Who do you think actually makes those potions? The guys with the high int? :)

joe b.
 

maddman75 said:
I have three rules for my game that completely takes care of this situation.

1) Don't think too hard about D&D.
2) Don't allow anything from the Realms.
3) Don't allow the Epic Level Handbook.

I better not jump into this then since my Forgotten Relams Group just hit Epic levels. I use both books.:eek:
 

Yep, don't think too hard about D&D as applied to the real world. It will mess you right up real quick.

If you can't help yourself, and need that kind of question answered to suspend your disbelief, play a low-magic game at low levels; then switch to a "War of Assasins" model for high levels.
 

You kinda forgot something.....technically if you dont adventure you will never get over about level 8...no matter if you do have 4 or 5 encounters per year...if you look at the xp table you no longer gain anything from encounters a certain amount below your level......now think about it....if you dont adventure you probably arent going to ecounter very many high cr challenges......there just arent a whole bunch of dragons and beholders and what not running amuck through town....and even if there were I imagine everyone would pitch in to help fight, therefor making you split the xp like 500 ways.......in short all I am getting at is if you dont adventure you never make it to anything other than mid level.
 


Irda Ranger said:
In Thay, all humans are tested for magical ability, and anyone who might have it is trained to be a Red Wizard. Now, according to the rules, all you need to be a Spellcaster is a primary stat (Int, in this case) of 10+

All a _player character_ needs to be a spellcaster is a primary stat of 10+. This rule exists basically to faciliate ease of character creation and multiclassing. There's no guarantee that the general populace gets things this easy, since PCs (and important NPCs) are usually assumed to be exceptional people.
 

Nowhere does it say that "Magical Ability" = "Intelligence of 10+"

You're taking a bit of fluff text and extrapolating from it to absurdity... Presumably, "magical ability" would involve things like a minimum of intelligence, an analytical mind, a reasonable strength of will, the manual dexterity required for the complex gestures of spellcasting, etc., which doesn't reduce to a single ability score.
 


Remove ads

Top