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General Tabletop Discussion
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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="Elf Witch" data-source="post: 6073534" data-attributes="member: 9037"><p>[_quote] I agree with most of this. Though I see some issues with certain spells take magic missile would you start t at first level with only one missile or with three? What about some of the other rays spells? I like the idea of fireball or lighting bolt spells like that damage staying static . But I think certain spells that have rays or blots should go up. Otherwise they will either be to powerful for lower levels or totally useless at higher levels. </p><p></p><p>I am not sure I like the idea of having to trade out a spell for the use of a scroll. There have been far to many times that having a scroll helped save the day when the cleric or wizard were out of spells. I think it would be better to make scrolls cost a lot more and make them rarer. [_/quote] </p><p></p><p></p><p></p><p>[_quote] Rouge, scoundrel , thief I don't see much difference though I prefer rogue over thief. Playing up the Han Solo aspect would be an improvement or an option. I have noticed that younger players don't tend to play them as amoral thieves as often as older players who started back with 1 and 2 edition. Back then a lot of this behavior was considered the way to play a thief. </p><p></p><p>When I say steal from the party I should clarify it they don't steal things that belong to party members they pocket things a head of time that technically have not been claimed by anyone yet. They also like to practice stealing when in a town picket pocketing here shoplifting there and the problem comes in if they get caught. Then the rest of the party has to make a decision on what to do. Part or me can understand it why they do this if they have built a thief character they need to be allowed to play a thief character. [_/quote]</p><p></p><p></p><p></p><p>[_quote] Some of these I agree with but some I don't. For example making a mage have to go to base camp or back to their library makes running certain style adventures impossible. We have spent weeks in a dungeon or out on the road traveling. Your way makes the mage not only weak but takes all the fun out of play. You could end up having the mage doing nothing but firing crossbolts for several sessions. </p><p></p><p>I don't think it is over powered to allow wizards to learn two spells every time they level get rid of the bonus spells and control how many spells they can cast a day is a better control. There is nothing wrong with a wizard eventually knowing a lot of spells as log as they are limited on how many they can cast in a day.</p><p></p><p>I do agree that druids and clerics should not know every spell that always seemed broken to me they should have to pick what they know along the lines of a sorcerer. [_/quote] </p><p></p><p></p><p></p><p> Most of the time the PCs have no clue that the rogue is pocketing extra loot. The players may know and the DM knows but to bring in that information and act on it is metagaming and something very frowned on at the tables I game at. And there is a big difference between being a ream player and being a Borg. If the rogue needs to steal X amount to stay in good standing with the local thieves guild how is that different than the cleric of a good god doing what his church commands both can drag the rest of the party into something they may have not wanted to be dragged into. </p><p></p><p>Like I said earlier a lot of this is holdover from AD&D which encouraged thieves to steal and since most of the people I play with having been playing since back then it is hard to get them to change how they have always played a rogue. Luckily it is not a popular class with our group not by itself usually a rogue is combined with a fighter type to make an effective scout or dungeoneer.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6073534, member: 9037"] [_quote] I agree with most of this. Though I see some issues with certain spells take magic missile would you start t at first level with only one missile or with three? What about some of the other rays spells? I like the idea of fireball or lighting bolt spells like that damage staying static . But I think certain spells that have rays or blots should go up. Otherwise they will either be to powerful for lower levels or totally useless at higher levels. I am not sure I like the idea of having to trade out a spell for the use of a scroll. There have been far to many times that having a scroll helped save the day when the cleric or wizard were out of spells. I think it would be better to make scrolls cost a lot more and make them rarer. [_/quote] [_quote] Rouge, scoundrel , thief I don't see much difference though I prefer rogue over thief. Playing up the Han Solo aspect would be an improvement or an option. I have noticed that younger players don't tend to play them as amoral thieves as often as older players who started back with 1 and 2 edition. Back then a lot of this behavior was considered the way to play a thief. When I say steal from the party I should clarify it they don't steal things that belong to party members they pocket things a head of time that technically have not been claimed by anyone yet. They also like to practice stealing when in a town picket pocketing here shoplifting there and the problem comes in if they get caught. Then the rest of the party has to make a decision on what to do. Part or me can understand it why they do this if they have built a thief character they need to be allowed to play a thief character. [_/quote] [_quote] Some of these I agree with but some I don't. For example making a mage have to go to base camp or back to their library makes running certain style adventures impossible. We have spent weeks in a dungeon or out on the road traveling. Your way makes the mage not only weak but takes all the fun out of play. You could end up having the mage doing nothing but firing crossbolts for several sessions. I don't think it is over powered to allow wizards to learn two spells every time they level get rid of the bonus spells and control how many spells they can cast a day is a better control. There is nothing wrong with a wizard eventually knowing a lot of spells as log as they are limited on how many they can cast in a day. I do agree that druids and clerics should not know every spell that always seemed broken to me they should have to pick what they know along the lines of a sorcerer. [_/quote] Most of the time the PCs have no clue that the rogue is pocketing extra loot. The players may know and the DM knows but to bring in that information and act on it is metagaming and something very frowned on at the tables I game at. And there is a big difference between being a ream player and being a Borg. If the rogue needs to steal X amount to stay in good standing with the local thieves guild how is that different than the cleric of a good god doing what his church commands both can drag the rest of the party into something they may have not wanted to be dragged into. Like I said earlier a lot of this is holdover from AD&D which encouraged thieves to steal and since most of the people I play with having been playing since back then it is hard to get them to change how they have always played a rogue. Luckily it is not a popular class with our group not by itself usually a rogue is combined with a fighter type to make an effective scout or dungeoneer. [/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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