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Why do Alchemists suck?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6933518" data-attributes="member: 6787650"><p>Do I need to give examples of how class abilities can make winning by logistics easier? I thought that was implicit, but three examples:</p><p></p><p>Mass Suggestion makes it easier to acquire your mercenary army in the first place. Geas can help keep them in line if you don't completely trust them, although that could also cause morale issues if you don't handle it right.</p><p></p><p>Swashbuckler Panache also increases your odds of being able to acquire the army, although in that case's it's probably more a case of "borrowing" the king or general who normally commands it.</p><p></p><p>Sending and Transport Via Plants ensure that you can get your army where it needs to be when you want it.</p><p></p><p>Of these, Sending/Transport Via Plants is the only one which is really X/day-ish. Clearly, 5E isn't balanced around X/day abilities, or the fact that you can circumvent "balance" this way would be a major issue.</p><p></p><p><strong>Edit:</strong> Also, I thought it was clear that Inspiring Leader is great for keeping your mercenary army alive and loyal, and it's a class ability for everyone except variant humans. It can double or triple your troop-efficiency.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6933518, member: 6787650"] Do I need to give examples of how class abilities can make winning by logistics easier? I thought that was implicit, but three examples: Mass Suggestion makes it easier to acquire your mercenary army in the first place. Geas can help keep them in line if you don't completely trust them, although that could also cause morale issues if you don't handle it right. Swashbuckler Panache also increases your odds of being able to acquire the army, although in that case's it's probably more a case of "borrowing" the king or general who normally commands it. Sending and Transport Via Plants ensure that you can get your army where it needs to be when you want it. Of these, Sending/Transport Via Plants is the only one which is really X/day-ish. Clearly, 5E isn't balanced around X/day abilities, or the fact that you can circumvent "balance" this way would be a major issue. [B]Edit:[/B] Also, I thought it was clear that Inspiring Leader is great for keeping your mercenary army alive and loyal, and it's a class ability for everyone except variant humans. It can double or triple your troop-efficiency. [/QUOTE]
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