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General Tabletop Discussion
*Pathfinder & Starfinder
Which Class or classes do you feel are unbalanced-Underpowered
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<blockquote data-quote="KarinsDad" data-source="post: 2666033" data-attributes="member: 2011"><p>On the surface, your analysis seems fairly accurate. But, I think there is one area you missed. I think you were quick to judge offensive spells. Not only do Wizards typically have better single target offensive spells, but they tend to have more and better multi-target offensive spells verus single target offensive spells. This is the area where Wizards shine over Clerics. For example, the following tend to be some of the best offensive spells that Wizards and Clerics get at various levels:</p><p></p><p>1 Color Spray, Ray of Enfeeblement, Sleep VERSUS Cause Fear</p><p>2 Flaming Sphere, Scorching Ray, Summon Swarm, Web VERSUS Sound Burst, Spiritual Weapon, Hold Person (single target, save every round and Wizards get this at 3rd)</p><p>3 Fireball, Lightning Bolt, Stinking Cloud, Deep Slumber, Sleet Storm VERSUS Searing Light, Blindness/Deafness, Bestow Curse</p><p>etc.</p><p></p><p>Most of the Clerical offensive spells are single target. Those that are multiple target tend to be less impressive than the Arcane multi-target spells of the same level.</p><p></p><p></p><p>I also think that there are more ways to improve a Wizard than a Cleric.</p><p></p><p>For example:</p><p></p><p>1) A Wizard can specialize. Especially at low to mid-levels, that one extra spell per day per spell level boosts a lot.</p><p></p><p>2) A Wizard can take better defensive spells. Clerics tend to buff a little for everyone, Wizards just plain try to never get hit (e.g. Mirror Image, Invisibility, Fly, etc.). Even at first level, Mage Armor and Shield tends to be a higher AC than what a Cleric is using and at low level, parties tend to stop adventuring after 3 encounters anyway.</p><p></p><p>I think some people who play Wizards sometimes do not take enough defensive spells.</p><p></p><p>3) Scribe Scroll is vastly underestimated. Most Wizards should walk around with a lot of scrolls.</p><p></p><p>4) Consider taking a Dwarven Wizard. +2 Con helps on hit points and Fort Saves, and Darkvision is indispensible for hanging back in the dark while the party fights.</p><p></p><p>5) There are only 3 stats needed for a Wizard in combat. Int, Dex, and Con. Clerics tend to need 4: Wis, Con, Str, and Cha (Dex tends to be less useful for them, if they are wearing armor).</p><p></p><p>6) Metamagic is not that helpful for Wizards. Having a few metamagic feats is fine, but a Wizard should typically not specialize in metamagic (Sorcerers should specialize in metamagic). Wizards would be better off taking item creation feats (especially Craft Wondrous Items) and boost their abilities that way.</p><p></p><p>7) Because of their scrolls, Wizards should consider keeping a few spell slots open every day for emergencies. This allows them to prepare for a specific situation. If you need to get through a locked door or chest, it often doesn't matter that you take out 15 minutes to prepare Knock. Don't use a scroll if you do not need to, but don't lock up all of your spell slots and then be forced to use up your scrolls either.</p><p></p><p>8) Wizards do not wear armor. This tends to be viewed as a weakness, but it in some ways it is a strength. Although Wizards do not take many skills that armor penalties affect, Clerics tend to take none. For example, my Wizards tend to take Tumble, even though it is cross classed. Wizards tend to have a better movement rate than Clerics. Wizards can carry more equipment for the same Strength score as a Cleric (assuming the Cleric has armor and/or a shield and/or more and heavier weapons).</p><p></p><p></p><p>With regard to weapons, I think your accessment is a bit unfair. Wizards shouldn't be using weapons except at low level where their chances to hit tend to be fairly close to that of Clerics, especially with ranged weapons.</p><p></p><p>Wizards should use spells and items, not weapons. Them not having good weapon abilities is basically irrelevant.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2666033, member: 2011"] On the surface, your analysis seems fairly accurate. But, I think there is one area you missed. I think you were quick to judge offensive spells. Not only do Wizards typically have better single target offensive spells, but they tend to have more and better multi-target offensive spells verus single target offensive spells. This is the area where Wizards shine over Clerics. For example, the following tend to be some of the best offensive spells that Wizards and Clerics get at various levels: 1 Color Spray, Ray of Enfeeblement, Sleep VERSUS Cause Fear 2 Flaming Sphere, Scorching Ray, Summon Swarm, Web VERSUS Sound Burst, Spiritual Weapon, Hold Person (single target, save every round and Wizards get this at 3rd) 3 Fireball, Lightning Bolt, Stinking Cloud, Deep Slumber, Sleet Storm VERSUS Searing Light, Blindness/Deafness, Bestow Curse etc. Most of the Clerical offensive spells are single target. Those that are multiple target tend to be less impressive than the Arcane multi-target spells of the same level. I also think that there are more ways to improve a Wizard than a Cleric. For example: 1) A Wizard can specialize. Especially at low to mid-levels, that one extra spell per day per spell level boosts a lot. 2) A Wizard can take better defensive spells. Clerics tend to buff a little for everyone, Wizards just plain try to never get hit (e.g. Mirror Image, Invisibility, Fly, etc.). Even at first level, Mage Armor and Shield tends to be a higher AC than what a Cleric is using and at low level, parties tend to stop adventuring after 3 encounters anyway. I think some people who play Wizards sometimes do not take enough defensive spells. 3) Scribe Scroll is vastly underestimated. Most Wizards should walk around with a lot of scrolls. 4) Consider taking a Dwarven Wizard. +2 Con helps on hit points and Fort Saves, and Darkvision is indispensible for hanging back in the dark while the party fights. 5) There are only 3 stats needed for a Wizard in combat. Int, Dex, and Con. Clerics tend to need 4: Wis, Con, Str, and Cha (Dex tends to be less useful for them, if they are wearing armor). 6) Metamagic is not that helpful for Wizards. Having a few metamagic feats is fine, but a Wizard should typically not specialize in metamagic (Sorcerers should specialize in metamagic). Wizards would be better off taking item creation feats (especially Craft Wondrous Items) and boost their abilities that way. 7) Because of their scrolls, Wizards should consider keeping a few spell slots open every day for emergencies. This allows them to prepare for a specific situation. If you need to get through a locked door or chest, it often doesn't matter that you take out 15 minutes to prepare Knock. Don't use a scroll if you do not need to, but don't lock up all of your spell slots and then be forced to use up your scrolls either. 8) Wizards do not wear armor. This tends to be viewed as a weakness, but it in some ways it is a strength. Although Wizards do not take many skills that armor penalties affect, Clerics tend to take none. For example, my Wizards tend to take Tumble, even though it is cross classed. Wizards tend to have a better movement rate than Clerics. Wizards can carry more equipment for the same Strength score as a Cleric (assuming the Cleric has armor and/or a shield and/or more and heavier weapons). With regard to weapons, I think your accessment is a bit unfair. Wizards shouldn't be using weapons except at low level where their chances to hit tend to be fairly close to that of Clerics, especially with ranged weapons. Wizards should use spells and items, not weapons. Them not having good weapon abilities is basically irrelevant. [/QUOTE]
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