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Which PrCl would you never want in your game? (part 1 - DMG)
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<blockquote data-quote="Storm Raven" data-source="post: 2310729" data-attributes="member: 307"><p>What DungeonMaster doesn't seem to be able to understand is something I pointed out several posts ago: his argument concerning the "double equipment" needs of the wizard/cohort doesn't hold water. His hypothetical MT, to the extent he has put forward the build, relies on very expensive equipment to "keep up" offensively with the wizard/cohort (like orange <em>iouns stones</em> and <em>lesser metamagic rods of quicken spell</em>), equipment that, in these examples comes out of an essentially fixed pool of available cash (equipment that, realistically, doesn't allow the MT to close the offensive gap he suffers from). The wizard/cohort <em>don't have to spend their cash on this equipment</em>, and as a result have more than enough available cash to provide for their defensive needs (mostly save enhancing items).</p><p></p><p>But, since DungeonMaster is still hung up on the item creation issue, I can explain. One can create items using either cash, or cash plus experience points. Both hypothetical builds have the exact same amount of cash (88,000 gp, as is standard for a 12th level character). But the MT has only a single pool of experience points to use to craft items, while the wizard/cohort have roughly 1.75 times that. Thus, they have more resources available to use to craft items, and can outstrip the MT when doing so. If the MT wants to stretch his cash by crafting items for his use (reducing, say, the cost of making an orange <em>ioun stone</em> from 30,000 gp to 15,000 gp plus 1,200 experience points) he can, but the wizard/cohort combination can match him by crafting 30,000 gp worth of their own items (probably not orange <em>ioun stones</em>, they don't really need them) but the wizard only spends, effectively 685 or so of his own experience points doing so, the rest can be spent by his cohort companion on his own crafted items. Once you get into a crafting race to make your cash go further, the MT will always lose, since he has fewer abvailable resources to commit to the effort.</p><p></p><p>But, as I said, I didn't need to do that. Just using the base cash amounts (which actually provides a result more advantageous for comparison purposes for the MT) shows that the wizard/cohort have more than enough cash resources to stay well ahead of the MT in effectiveness. In reality, it comes down to DungeonMaster's inability to understand the concept of opportunity cost, which is what causes all of his arguments to end up as nonsense.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2310729, member: 307"] What DungeonMaster doesn't seem to be able to understand is something I pointed out several posts ago: his argument concerning the "double equipment" needs of the wizard/cohort doesn't hold water. His hypothetical MT, to the extent he has put forward the build, relies on very expensive equipment to "keep up" offensively with the wizard/cohort (like orange [i]iouns stones[/i] and [i]lesser metamagic rods of quicken spell[/i]), equipment that, in these examples comes out of an essentially fixed pool of available cash (equipment that, realistically, doesn't allow the MT to close the offensive gap he suffers from). The wizard/cohort [i]don't have to spend their cash on this equipment[/i], and as a result have more than enough available cash to provide for their defensive needs (mostly save enhancing items). But, since DungeonMaster is still hung up on the item creation issue, I can explain. One can create items using either cash, or cash plus experience points. Both hypothetical builds have the exact same amount of cash (88,000 gp, as is standard for a 12th level character). But the MT has only a single pool of experience points to use to craft items, while the wizard/cohort have roughly 1.75 times that. Thus, they have more resources available to use to craft items, and can outstrip the MT when doing so. If the MT wants to stretch his cash by crafting items for his use (reducing, say, the cost of making an orange [i]ioun stone[/i] from 30,000 gp to 15,000 gp plus 1,200 experience points) he can, but the wizard/cohort combination can match him by crafting 30,000 gp worth of their own items (probably not orange [i]ioun stones[/i], they don't really need them) but the wizard only spends, effectively 685 or so of his own experience points doing so, the rest can be spent by his cohort companion on his own crafted items. Once you get into a crafting race to make your cash go further, the MT will always lose, since he has fewer abvailable resources to commit to the effort. But, as I said, I didn't need to do that. Just using the base cash amounts (which actually provides a result more advantageous for comparison purposes for the MT) shows that the wizard/cohort have more than enough cash resources to stay well ahead of the MT in effectiveness. In reality, it comes down to DungeonMaster's inability to understand the concept of opportunity cost, which is what causes all of his arguments to end up as nonsense. [/QUOTE]
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