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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 6072964" data-attributes="member: 1165"><p>Summoning a monster is a hostile action that doesn't break the spell.</p><p></p><p></p><p></p><p>It's very difficult for a lot of characters to get a Spot check that high. Many classes don't train it. Also, that range is 30 feet. Why is the wizard within 30 feet of the guy with the big axe and the angry demeanor? He should be over 100 feet away and behind a tree, or (in a dungeon) behind his friends, and be worried about arrows, not swords and axes.</p><p></p><p></p><p></p><p>A Spot check of Hide <strong>+20</strong> is very hard to make, even if you do have Spot as a class skill.</p><p></p><p></p><p></p><p>Scent, tremorsense, blindsight, and blindsense are not available to most PCs. (Scent is available to my druid, but only because druids can wildshape easily. It wouldn't be available to most PCs, eg 10 of 11 base classes.)</p><p></p><p>Glitterdust and Faerie Fire (and bags of flour) require you to guess where the opponent is. See above note about the "guessing game".</p><p></p><p>You didn't mention See Invisibility or True Seeing (only benefits one PC, so only one PC can engage the invisible mage) or Invisibility Purge, which unfortunately has a limited area-of-effect (a mage can blast you from hundreds of feet away, invisible, with a Wand of Fireballs; Inviz Purge does nothing for you there).</p><p></p><p>The environment is how you make that Spot check in the first place. You rolled a natural 20 and made your Spot check. You saw him accidentally kick over some dust.</p><p></p><p></p><p></p><p>This one is much worse.</p><p></p><p></p><p></p><p>Just because it was in 1e doesn't mean it's balanced in 3e. By the time you threw that spell around in 1e, opponents were more likely to make their saving throws. (In earlier editions, saves got better with level, but save DCs did not increase.)</p><p></p><p>You might not be able to "dodge" the spell again, but if it came with hit points instead of being an indestructible barrier, that would give a noncaster stuck inside one a chance to get out.</p><p></p><p></p><p></p><p>If you ever read a thread about how high those grapple bonuses get, you might think this one is worse than the sphere. (Of course, the victims might be able to escape, getting a check every round, so maybe it's more balanced.) I preferred the sphere when I was playing a wizard simply because it was "fire and forget" and easier to memorize the math. I just needed to know the range and save DC, both of which were written on my character sheet.</p><p></p><p></p><p></p><p>I think you missed the point I was giving there. Spellcasters shouldn't always get to buff, and it's too easy to buff a lot and then teleport. (The enemies could do that to us too, but that wouldn't be much fun for us, and in any event it's still a tier 1 casters being up on everyone situation. Fighters don't have many options when it comes to self-buffing, and barbarians can only rage.)</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 6072964, member: 1165"] Summoning a monster is a hostile action that doesn't break the spell. It's very difficult for a lot of characters to get a Spot check that high. Many classes don't train it. Also, that range is 30 feet. Why is the wizard within 30 feet of the guy with the big axe and the angry demeanor? He should be over 100 feet away and behind a tree, or (in a dungeon) behind his friends, and be worried about arrows, not swords and axes. A Spot check of Hide [b]+20[/b] is very hard to make, even if you do have Spot as a class skill. Scent, tremorsense, blindsight, and blindsense are not available to most PCs. (Scent is available to my druid, but only because druids can wildshape easily. It wouldn't be available to most PCs, eg 10 of 11 base classes.) Glitterdust and Faerie Fire (and bags of flour) require you to guess where the opponent is. See above note about the "guessing game". You didn't mention See Invisibility or True Seeing (only benefits one PC, so only one PC can engage the invisible mage) or Invisibility Purge, which unfortunately has a limited area-of-effect (a mage can blast you from hundreds of feet away, invisible, with a Wand of Fireballs; Inviz Purge does nothing for you there). The environment is how you make that Spot check in the first place. You rolled a natural 20 and made your Spot check. You saw him accidentally kick over some dust. This one is much worse. Just because it was in 1e doesn't mean it's balanced in 3e. By the time you threw that spell around in 1e, opponents were more likely to make their saving throws. (In earlier editions, saves got better with level, but save DCs did not increase.) You might not be able to "dodge" the spell again, but if it came with hit points instead of being an indestructible barrier, that would give a noncaster stuck inside one a chance to get out. If you ever read a thread about how high those grapple bonuses get, you might think this one is worse than the sphere. (Of course, the victims might be able to escape, getting a check every round, so maybe it's more balanced.) I preferred the sphere when I was playing a wizard simply because it was "fire and forget" and easier to memorize the math. I just needed to know the range and save DC, both of which were written on my character sheet. I think you missed the point I was giving there. Spellcasters shouldn't always get to buff, and it's too easy to buff a lot and then teleport. (The enemies could do that to us too, but that wouldn't be much fun for us, and in any event it's still a tier 1 casters being up on everyone situation. Fighters don't have many options when it comes to self-buffing, and barbarians can only rage.) [/QUOTE]
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What would you say is the biggest problem with Wizards, Clerics, Druids, and other "Tier 1" Spellcasters?
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