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Why do Alchemists suck?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6932801" data-attributes="member: 6787650"><p>What I meant by that is that 5E already has plenty of tools and affordances which aren't balanced on the X/day model. You can win a scenario in 5E by virtue of superior logistics, and that is baked into it by design. As Rodney Thompson wrote in his original <a href="http://bluishcertainty.blogspot.com/2016/06/bounded-accuracy.html" target="_blank">post</a> on bounded accuracy: </p><p></p><p></p><p></p><p>There is no "rally the town X/day" power. It's just something you can do, inherent in the roleplaying environment. And yet it's actually quite powerful.</p><p></p><p>Hiring mercenaries: balanced on cost and ability to keep them alive and motivated. Powerful, especially w/ Inspiring Leader support, depending on which mercenaries you hire.</p><p></p><p>Conjuration + Planar Binding: balanced on cost and spellcaster level. Extremely powerful. Can give you everything from elemental brutes to healers to squads of Lightning Bolt artillery spellcasters. Not really X/day-balanced, since the duration is so long.</p><p></p><p>Planar Ally: balanced on cost and spell slots. Hard to say how powerful it is since it's almost entirely DM-dependent, but more wealth obviously gets you more and better service.</p><p></p><p>Poisons: balanced on cost and action economy. Quite powerful against foes that are vulnerable to poison.</p><p></p><p>Obviously, a 5th level party which hires a dozen goblin mercenaries and outfits them with drow poison for their shortbows is going to be more successful in battle than one which relies on their intrinsic resources like 2/day 3rd level spells. The extra power is not in any way tied to intrinsic X/day abilities. Logistics is a thing in 5E--that's what I meant.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6932801, member: 6787650"] What I meant by that is that 5E already has plenty of tools and affordances which aren't balanced on the X/day model. You can win a scenario in 5E by virtue of superior logistics, and that is baked into it by design. As Rodney Thompson wrote in his original [URL="http://bluishcertainty.blogspot.com/2016/06/bounded-accuracy.html"]post[/URL] on bounded accuracy: There is no "rally the town X/day" power. It's just something you can do, inherent in the roleplaying environment. And yet it's actually quite powerful. Hiring mercenaries: balanced on cost and ability to keep them alive and motivated. Powerful, especially w/ Inspiring Leader support, depending on which mercenaries you hire. Conjuration + Planar Binding: balanced on cost and spellcaster level. Extremely powerful. Can give you everything from elemental brutes to healers to squads of Lightning Bolt artillery spellcasters. Not really X/day-balanced, since the duration is so long. Planar Ally: balanced on cost and spell slots. Hard to say how powerful it is since it's almost entirely DM-dependent, but more wealth obviously gets you more and better service. Poisons: balanced on cost and action economy. Quite powerful against foes that are vulnerable to poison. Obviously, a 5th level party which hires a dozen goblin mercenaries and outfits them with drow poison for their shortbows is going to be more successful in battle than one which relies on their intrinsic resources like 2/day 3rd level spells. The extra power is not in any way tied to intrinsic X/day abilities. Logistics is a thing in 5E--that's what I meant. [/QUOTE]
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