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Community
General Tabletop Discussion
*Dungeons & Dragons
What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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<blockquote data-quote="Stormonu" data-source="post: 6072947" data-attributes="member: 52734"><p>Clerics & Druids don't have a fixed list of known spells. Every additional book you bring into the game that has such spells in it becomes immediately accessible.</p><p></p><p>Time. The more time spellcasters have to prepare, the bigger the chance they have to be disruptive. This not only covers making magic items such as scrolls, potions, wands and other items but also adjusting their spell list for upcoming enemies. Coupled with Divinations, it allows for scry & die-like tactics; a spellcaster is MOST powerful when they know what they will face.</p><p></p><p>Round-robin initiative. Not declaring actions before rolling initiative before each round is a HUGE boost for spellcasters, especially in older editions where getting struck before you went ensure your spell failed.</p><p></p><p>Magic Economy. Any character that has access to buying or selling magic items gains a huge jump in power, not just casters.</p><p></p><p>Druid's Animal Companion. It can out-fight the fighter, often without even the druid beginning to buff it.</p><p></p><p>Bonus spells from high stats. Mostly aids low-level casters, but just adds salt to open wounds with extra firepower given to the caster.</p><p></p><p><strong>Note:</strong> <em>Invisibility</em> is only broken if it can be cast more than once in a given day. Otherwise, it makes a nice way to get an alpha strike off or for the party to lose the wizard and not notice he's been abducted or gotten lost. <em>Fly</em> used to be the greatest tool of the DM, as it was the second easiest way to kill the wizard (solo <em>invisibility</em> being the first), and it's generally worthless in a dungeon environment.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6072947, member: 52734"] Clerics & Druids don't have a fixed list of known spells. Every additional book you bring into the game that has such spells in it becomes immediately accessible. Time. The more time spellcasters have to prepare, the bigger the chance they have to be disruptive. This not only covers making magic items such as scrolls, potions, wands and other items but also adjusting their spell list for upcoming enemies. Coupled with Divinations, it allows for scry & die-like tactics; a spellcaster is MOST powerful when they know what they will face. Round-robin initiative. Not declaring actions before rolling initiative before each round is a HUGE boost for spellcasters, especially in older editions where getting struck before you went ensure your spell failed. Magic Economy. Any character that has access to buying or selling magic items gains a huge jump in power, not just casters. Druid's Animal Companion. It can out-fight the fighter, often without even the druid beginning to buff it. Bonus spells from high stats. Mostly aids low-level casters, but just adds salt to open wounds with extra firepower given to the caster. [B]Note:[/B] [I]Invisibility[/I] is only broken if it can be cast more than once in a given day. Otherwise, it makes a nice way to get an alpha strike off or for the party to lose the wizard and not notice he's been abducted or gotten lost. [I]Fly[/I] used to be the greatest tool of the DM, as it was the second easiest way to kill the wizard (solo [I]invisibility[/I] being the first), and it's generally worthless in a dungeon environment. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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