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What is the benifiet of the Arcanist?
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<blockquote data-quote="Verequus" data-source="post: 2233136" data-attributes="member: 9135"><p>RW, couldn't you have waited with your post, until I finished mine? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>This is insofar correct, that classes with a full casting progression can be now combined without getting inadvertently "nerfed". Let us stick for the moment to the core rules and how WotC tried to solve the problem.</p><p></p><p>The problem consisted of spells, which were to weak because of 3 reasons.</p><p></p><p></p><ol> <li data-xf-list-type="ol">The spell level was too low compared to a singleclassed caster - a Wiz 10/Cle 10 has only access to 5th level spells, while a Wiz 20 or a Cle 20 could even have theoritically access to 10th level spells (after the formula <em>roundup(Caster level/2) = max spell level</em>).</li> <li data-xf-list-type="ol">Due to the lower spell levels the save DC is lower, which means that only weaker foes will be affected - the BBEG will most of the time laugh, also because of the 3rd reason.</li> <li data-xf-list-type="ol">Due to the lower caster level the damage output is lower - compared to a pure caster roughly the half.</li> </ol><p>The counter argument, that a Wiz/Cle has far more spells available as a pure caster, doesn't hold really water. Firstly, most of the spells won't affect the outcome of a battle much, and secondly, the multiclassed char can still only cast 1 spell per round (Quicken Spell is simply a waste).</p><p></p><p>So this situation leads to the use of no-save spells (which don't exist in EoMR) and of utility spells. That's simply a waste of a character. Furthermore, all points are valid for multiclassed character with a non-caster classes, except the counter argument.</p><p></p><p>WotC's first "solution" was the Mystic Theurge prototype. Adding every level two caster levels in exchange for every other class feature. The only thing, Mystic Theurges and their companions can do well, is casting spells - and that after at least the 11th character level in a pure build.</p><p></p><p>The second "solution" is the Practiced Spellcaster feat - after this feat I modeled the rule. Practiced Spellcaster has the first disadvantage, that at low levels the effect is gigantic. A 1st-level caster can improve his spell effects by a factor five. The second disadvantage, that this feat doesn't stack. The third disadvantage is, that one has to spend a precious feat slot to suck less. It is my deepest believe, that rules shouldn't be designed, that certain combinations have automatically a high penalty, and that the fix is a redesign of the messed up rules, not a faulty workaround.</p><p> </p><p></p><p> The transition of Practiced Spellcaster is a little bit difficult, because spells aren't affected by the caster level. To improve the effect the MP limit has to be heightened itself, and setting it equal to the HD seemed 100% logical.</p><p></p><p> </p><p></p><p> </p><p></p><p> </p><p></p><p> As RW pointed out, falling behind in spell levels decreases the efficiency of spellcasting dramatically. A Fighter/Rouge build is a Wiz 10/Cle 10 clearly superior. Also you didn't consider, that a low MP pool will affect a caster strongly, next to the lower amount of spell lists. Even a pure caster build can't afford to cast always the strongest spells. How serious is the situation to someone, whose HD are doubled to his caster level, considering the increment of the MP pool over the course of the career of a pure caster? He can cast in one or two fights, exhausting himself entirely from MP. At least this is more fun than saving those MP for healing after the battle. And for the flavor of the pure casters: They have more perks than you give them credit for.</p><p></p><p> </p><p></p><p> </p><p></p><p> </p><p>Yes, but you can control it yourself, if you use the preview function. In suspicious cases, you can resize your browser.</p></blockquote><p></p>
[QUOTE="Verequus, post: 2233136, member: 9135"] RW, couldn't you have waited with your post, until I finished mine? ;) This is insofar correct, that classes with a full casting progression can be now combined without getting inadvertently "nerfed". Let us stick for the moment to the core rules and how WotC tried to solve the problem. The problem consisted of spells, which were to weak because of 3 reasons. [list=1] [*]The spell level was too low compared to a singleclassed caster - a Wiz 10/Cle 10 has only access to 5th level spells, while a Wiz 20 or a Cle 20 could even have theoritically access to 10th level spells (after the formula [i]roundup(Caster level/2) = max spell level[/i]). [*]Due to the lower spell levels the save DC is lower, which means that only weaker foes will be affected - the BBEG will most of the time laugh, also because of the 3rd reason. [*]Due to the lower caster level the damage output is lower - compared to a pure caster roughly the half. [/list]The counter argument, that a Wiz/Cle has far more spells available as a pure caster, doesn't hold really water. Firstly, most of the spells won't affect the outcome of a battle much, and secondly, the multiclassed char can still only cast 1 spell per round (Quicken Spell is simply a waste). So this situation leads to the use of no-save spells (which don't exist in EoMR) and of utility spells. That's simply a waste of a character. Furthermore, all points are valid for multiclassed character with a non-caster classes, except the counter argument. WotC's first "solution" was the Mystic Theurge prototype. Adding every level two caster levels in exchange for every other class feature. The only thing, Mystic Theurges and their companions can do well, is casting spells - and that after at least the 11th character level in a pure build. The second "solution" is the Practiced Spellcaster feat - after this feat I modeled the rule. Practiced Spellcaster has the first disadvantage, that at low levels the effect is gigantic. A 1st-level caster can improve his spell effects by a factor five. The second disadvantage, that this feat doesn't stack. The third disadvantage is, that one has to spend a precious feat slot to suck less. It is my deepest believe, that rules shouldn't be designed, that certain combinations have automatically a high penalty, and that the fix is a redesign of the messed up rules, not a faulty workaround. The transition of Practiced Spellcaster is a little bit difficult, because spells aren't affected by the caster level. To improve the effect the MP limit has to be heightened itself, and setting it equal to the HD seemed 100% logical. As RW pointed out, falling behind in spell levels decreases the efficiency of spellcasting dramatically. A Fighter/Rouge build is a Wiz 10/Cle 10 clearly superior. Also you didn't consider, that a low MP pool will affect a caster strongly, next to the lower amount of spell lists. Even a pure caster build can't afford to cast always the strongest spells. How serious is the situation to someone, whose HD are doubled to his caster level, considering the increment of the MP pool over the course of the career of a pure caster? He can cast in one or two fights, exhausting himself entirely from MP. At least this is more fun than saving those MP for healing after the battle. And for the flavor of the pure casters: They have more perks than you give them credit for. Yes, but you can control it yourself, if you use the preview function. In suspicious cases, you can resize your browser. [/QUOTE]
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