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Why are wizards always getting nerfed?
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<blockquote data-quote="Technik4" data-source="post: 1110002" data-attributes="member: 7211"><p>Unless the wizard with pushing 18-20 Int (assuming mid-level) took this magical feat called "Spell Mastery" which just happens to be designed for just a contingency. Concerning those wands with "low saves", it doesnt really matter. Magic Missile clearly has no problem and for fireball and lightning bolt allow me to point out, once again, in this hypothetical all-day gore fest the combatants must, inherently, be some sort of low level mook. A mook is always afraid of a DC 14, but even if he passes his save he is taking 5d6 damage which will be MORE than enough to kill him.</p><p></p><p>As for these mythical potions of heal, please. While we are discussing a fantasy game and speaking of abstract hypothetical situations there is no call for including an item which can only be made via a prc (optional rule) in one setting. The fact is, a fighter buying regular potions will buy more than his fair share, and probably at least half of what those wands cost the wizard. Remember, those wands are supplementing the wizard and each one has the capacity to kill at least 100 mooks (so 300 total). A fighter going after 300 mooks will still get hit at least 30 times (enemy rolls a 20) and depending on AC some of those may be criticals. This is assuming that the fighter only allows each enemy 1 attack on him and that they need a 20 to hit (and between flanking and charging, they should be able to get a hit in the 18-20 range). Thats a lot of potions.</p><p></p><p>This argument really is moot. Either you think they are or you think they aren't but clearly reading through this isn't changing anyone's mind.</p><p></p><p>As far as cleric vs wizard, the points above are true but misleading. While balancing a class with roleplaying restrictions is not considered good design philosophy in 3e, the cleric does have this element very easily applied by the very nature of the class. Your spells are dependant on a higher power, should said higher power think you are not acting in their best interests, all spell use could (and should) be cut off. Then the cleric is reduced to a fancy warrior.</p><p></p><p>Look at Raistlin. While clerics are mechanically more powerful, they will never be able to challenge gods as well as wizards (who don't suffer at all from going against gods - except maybe in Faerun with the Weave) among a myriad of other things.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1110002, member: 7211"] Unless the wizard with pushing 18-20 Int (assuming mid-level) took this magical feat called "Spell Mastery" which just happens to be designed for just a contingency. Concerning those wands with "low saves", it doesnt really matter. Magic Missile clearly has no problem and for fireball and lightning bolt allow me to point out, once again, in this hypothetical all-day gore fest the combatants must, inherently, be some sort of low level mook. A mook is always afraid of a DC 14, but even if he passes his save he is taking 5d6 damage which will be MORE than enough to kill him. As for these mythical potions of heal, please. While we are discussing a fantasy game and speaking of abstract hypothetical situations there is no call for including an item which can only be made via a prc (optional rule) in one setting. The fact is, a fighter buying regular potions will buy more than his fair share, and probably at least half of what those wands cost the wizard. Remember, those wands are supplementing the wizard and each one has the capacity to kill at least 100 mooks (so 300 total). A fighter going after 300 mooks will still get hit at least 30 times (enemy rolls a 20) and depending on AC some of those may be criticals. This is assuming that the fighter only allows each enemy 1 attack on him and that they need a 20 to hit (and between flanking and charging, they should be able to get a hit in the 18-20 range). Thats a lot of potions. This argument really is moot. Either you think they are or you think they aren't but clearly reading through this isn't changing anyone's mind. As far as cleric vs wizard, the points above are true but misleading. While balancing a class with roleplaying restrictions is not considered good design philosophy in 3e, the cleric does have this element very easily applied by the very nature of the class. Your spells are dependant on a higher power, should said higher power think you are not acting in their best interests, all spell use could (and should) be cut off. Then the cleric is reduced to a fancy warrior. Look at Raistlin. While clerics are mechanically more powerful, they will never be able to challenge gods as well as wizards (who don't suffer at all from going against gods - except maybe in Faerun with the Weave) among a myriad of other things. Technik [/QUOTE]
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Why are wizards always getting nerfed?
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