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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: 2316181" data-attributes="member: 307"><p>The only truly fair way to look at an MT vs. a straight caster is to work them up through the levels from first. Then you can see how the MT struggles from levels 4 through 11, how he only partially catches up from 12 through 15, and then falls behind again at levels 16+.</p><p></p><p>It would also allow for "organic" development of magic items. Many of the items relied on by the "Urge build" aren't craftable before level 12, and certainly aren't affordable for him without dipping heavily into his available cash prior to that. He'll likely have to burn a fair amount of his cash on items that would be less than useful later on, rather than being able to spend himself down to pennies on the exact perfect selection of items to offset his glaring weaknesses.</p><p></p><p>And then you have to put him in play. By the time you hit mid- to high- levels, most spell casters don't burn through all of their spell slots in a day. They just have that many <em>already</em>, so they have some that just don't get used. This means that a lot of the "extra" spells that an MT comes with become surplusage, and not all that useful in real play.</p><p></p><p>The "Urge" example is interesting, but it shows just how contorted the MT has to be to keep up with the straight caster, and, when you look at it with any kind of honest evaluation, demonstrates just how difficult being an MT is, since so much of his "powers" don't kick in until he hits 12th level and he has the cash and ability to craft the items he desperately needs.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2316181, member: 307"] The only truly fair way to look at an MT vs. a straight caster is to work them up through the levels from first. Then you can see how the MT struggles from levels 4 through 11, how he only partially catches up from 12 through 15, and then falls behind again at levels 16+. It would also allow for "organic" development of magic items. Many of the items relied on by the "Urge build" aren't craftable before level 12, and certainly aren't affordable for him without dipping heavily into his available cash prior to that. He'll likely have to burn a fair amount of his cash on items that would be less than useful later on, rather than being able to spend himself down to pennies on the exact perfect selection of items to offset his glaring weaknesses. And then you have to put him in play. By the time you hit mid- to high- levels, most spell casters don't burn through all of their spell slots in a day. They just have that many [i]already[/i], so they have some that just don't get used. This means that a lot of the "extra" spells that an MT comes with become surplusage, and not all that useful in real play. The "Urge" example is interesting, but it shows just how contorted the MT has to be to keep up with the straight caster, and, when you look at it with any kind of honest evaluation, demonstrates just how difficult being an MT is, since so much of his "powers" don't kick in until he hits 12th level and he has the cash and ability to craft the items he desperately needs. [/QUOTE]
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Which PrCl would you never want in your game? (part 1 - DMG)
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