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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="delericho" data-source="post: 6075484" data-attributes="member: 22424"><p>No, but until the most recent session, my group consisted of a Cleric, Druid, Wizard (Diviner), Artificer, and Rogue. (The Druid died in the last session, and won't be coming back - the player has left the campaign.)</p><p></p><p>Incidentally, the Cleric is himself a replacement character - that player was previously playing a Psion, but the character died. Oh, and a player is about to rejoin the group, so the roster will be increasing to include a Ranger.</p><p></p><p>(The party are all 12th level, except the Artificer who died and was raised, and who hasn't yet caught back up.)</p><p></p><p>Of these, the Artificer is clearly the most powerful, though largely because the player has done a lot of work to build expertise. The Cleric is new, and so not yet really up to speed, while the Wizard seems to consistently prepare the wrong spells. Likewise, the player of the Druid was rather erratic in the choice of spells to prepare and (especially) cast. (Though it was very noticable that that character got a massive power-boost when the player started to make use of the "Spell Compendium".)</p><p></p><p>Thus far, the Rogue hasn't had any great difficulties holding his own, especially when he manages to get 4 sneak attacks in the round. But as I noted up-thread, his skills are largely useless - he's actually the one who uses <em>knock</em> to render his own Open Locks skill irrelevant!</p></blockquote><p></p>
[QUOTE="delericho, post: 6075484, member: 22424"] No, but until the most recent session, my group consisted of a Cleric, Druid, Wizard (Diviner), Artificer, and Rogue. (The Druid died in the last session, and won't be coming back - the player has left the campaign.) Incidentally, the Cleric is himself a replacement character - that player was previously playing a Psion, but the character died. Oh, and a player is about to rejoin the group, so the roster will be increasing to include a Ranger. (The party are all 12th level, except the Artificer who died and was raised, and who hasn't yet caught back up.) Of these, the Artificer is clearly the most powerful, though largely because the player has done a lot of work to build expertise. The Cleric is new, and so not yet really up to speed, while the Wizard seems to consistently prepare the wrong spells. Likewise, the player of the Druid was rather erratic in the choice of spells to prepare and (especially) cast. (Though it was very noticable that that character got a massive power-boost when the player started to make use of the "Spell Compendium".) Thus far, the Rogue hasn't had any great difficulties holding his own, especially when he manages to get 4 sneak attacks in the round. But as I noted up-thread, his skills are largely useless - he's actually the one who uses [i]knock[/i] to render his own Open Locks skill irrelevant! [/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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