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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: 2666589" data-attributes="member: 2011"><p>Armor is useless if you are not fighting.</p><p></p><p>First rule of Wizards: Don't fight</p><p></p><p>Second rule of Wizards: Never forget the first rule</p><p></p><p>Third rule of Wizards: Don't be seen so that you can apply the first rule</p><p></p><p></p><p></p><p>+1 at levels 2 to 6, and +2 at levels 7 to 10 is not very relevant.</p><p></p><p>Wizards should rarely if ever fight. Period.</p><p></p><p></p><p></p><p>I agree.</p><p></p><p>Wizards, Druids, and Sorcerers are the second best classes. Everyone else is below them.</p><p></p><p>Clerics win over Druids, Wizards, and Sorcerers NOT because they can inflict more damage (they cannot), but because they can survive better.</p><p></p><p>Wizards and Sorcerers win the "inflict most damage" awards. </p><p></p><p></p><p></p><p>You should play the game smarter. Why risk your Fighters if the Wizard can area effect away most groups of enemies.</p><p></p><p>If your players are stupid and the Fighter types always rush out, of course the Wizard will be less effective.</p><p></p><p>But on teams that work like a team, Fighters and Wizards work together to allow the Wizard time to area effect opponents (Fighter can Ready or Delay you know).</p><p></p><p></p><p></p><p>Clerics rarely have twice the hit points of Wizards.</p><p></p><p>Most (intelligent) players of Wizards bump up their CON and buy CON boosting items.</p><p></p><p>9th level Wizard with 14 CON averages 42 hit points.</p><p>9th level Cleric with 14 CON averages 62 hit points.</p><p></p><p>Closer to 50% more hit points and even less than that at higher CONs.</p><p></p><p>Even with a CON of 10, it is not quite 2 to 1 (24 to 44).</p><p> </p><p></p><p></p><p>At 7th level it is a death sentence for most enemies. Freedom of Movement also shows up at 7th level, but very few NPCs will have it and none of them will have the Ring.</p><p></p><p></p><p></p><p>Throw Evard's on your Fighter a few times and he'll get the message.</p><p></p><p></p><p></p><p>Again, not twice the hit points.</p><p></p><p>And, not necessarily a better AC. Only a better AC is the Wizard is not prepared for battle. Greater Mage Armor and Mirror Image and the Wizard is not exactly easy to hit.</p><p> </p><p></p><p></p><p>Resist/Pro Energy are overrated.</p><p></p><p>Against a Red Dragon or Elemental when you know ahead of time you are going to fight him, sure.</p><p></p><p>Against an NPC arcane spell caster who is intelligent and will switch energy types every round, it is mostly a waste of a round (and, you tend to cast it AFTER he has already pegged you).</p><p></p><p></p><p></p><p>At high levels, the enemies should rarely even see a well designed Wizard (Invisibility). You cannot target someone you cannot see. By the time they get up their True Seeing (if they have it), the first spell against spell casting enemies is one which prevents them from targeting the Wizard (area effect cloud or fog spells). Fog Cloud or even Solid Fog does not really prevent your own Fighters from being effective.</p><p></p><p>Give your Fighter a Ring of Freedom of Movement and then cast all of the entangling area effect spells you want.</p><p></p><p>Why play stupid?</p><p></p><p></p><p></p><p>Clerics are durable. They are the most durable class in the game.</p><p></p><p>But, they are not spell casting powerhouses.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 2666589, member: 2011"] Armor is useless if you are not fighting. First rule of Wizards: Don't fight Second rule of Wizards: Never forget the first rule Third rule of Wizards: Don't be seen so that you can apply the first rule +1 at levels 2 to 6, and +2 at levels 7 to 10 is not very relevant. Wizards should rarely if ever fight. Period. I agree. Wizards, Druids, and Sorcerers are the second best classes. Everyone else is below them. Clerics win over Druids, Wizards, and Sorcerers NOT because they can inflict more damage (they cannot), but because they can survive better. Wizards and Sorcerers win the "inflict most damage" awards. You should play the game smarter. Why risk your Fighters if the Wizard can area effect away most groups of enemies. If your players are stupid and the Fighter types always rush out, of course the Wizard will be less effective. But on teams that work like a team, Fighters and Wizards work together to allow the Wizard time to area effect opponents (Fighter can Ready or Delay you know). Clerics rarely have twice the hit points of Wizards. Most (intelligent) players of Wizards bump up their CON and buy CON boosting items. 9th level Wizard with 14 CON averages 42 hit points. 9th level Cleric with 14 CON averages 62 hit points. Closer to 50% more hit points and even less than that at higher CONs. Even with a CON of 10, it is not quite 2 to 1 (24 to 44). At 7th level it is a death sentence for most enemies. Freedom of Movement also shows up at 7th level, but very few NPCs will have it and none of them will have the Ring. Throw Evard's on your Fighter a few times and he'll get the message. Again, not twice the hit points. And, not necessarily a better AC. Only a better AC is the Wizard is not prepared for battle. Greater Mage Armor and Mirror Image and the Wizard is not exactly easy to hit. Resist/Pro Energy are overrated. Against a Red Dragon or Elemental when you know ahead of time you are going to fight him, sure. Against an NPC arcane spell caster who is intelligent and will switch energy types every round, it is mostly a waste of a round (and, you tend to cast it AFTER he has already pegged you). At high levels, the enemies should rarely even see a well designed Wizard (Invisibility). You cannot target someone you cannot see. By the time they get up their True Seeing (if they have it), the first spell against spell casting enemies is one which prevents them from targeting the Wizard (area effect cloud or fog spells). Fog Cloud or even Solid Fog does not really prevent your own Fighters from being effective. Give your Fighter a Ring of Freedom of Movement and then cast all of the entangling area effect spells you want. Why play stupid? Clerics are durable. They are the most durable class in the game. But, they are not spell casting powerhouses. [/QUOTE]
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