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Why do all classes have to be balanced?
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<blockquote data-quote="Neonchameleon" data-source="post: 5906388" data-attributes="member: 87792"><p>I don't know of <em>anyone</em> who is saying that a 3.X caster casting direct damage evocations is trivialising the fighter. This is because a fighter is better at doing damage most of the time than a simple fireball - single target damage to drop foes is normally more effective than shared damage. And the fighter can do things in combat the evoker can't - like survive.</p><p> </p><p>The problem with classic <em>knock</em> is that it makes the wizard <em>better</em> at one of the rogue's primary purposes than the rogue is. The rogue who decides to focus on lockpicking should always be better at lockpicking than the wizard who just decides to prepare a spell that morning. If the <em>knock</em> spell, instead of being automatic were to give an effective lockpicking skill equal to the caster level, with tools, then no one would complain. Spells like that would make the wizard into a jack of all trades, master of none (or master of a few things that only a wizard could do). It would still open locked doors. But you'd use it either because you didn't have a rogue or on the offchance you rolled better. No one is saying that Jack of All Trades is bad. The problem is the wizard being Master of Other Peoples' Trades. </p><p> </p><p>And summoning wouldn't be a problem if the summons were significantly less powerful than the fighter. The problem is that they aren't. D3+1 Celestial Dire Tigers have more hit points than the fighter, do more damage, and cover a wider area. If instead of D3+1 Celestial Dire Tigers you were to get D3+1 Celestial Wolverines, you'd have the meatshield. Things underfoot that either do a little damage and clog up the enemy's mobility or force the enemy to divert attacks to destroy. But you wouldn't have summoned D3+1 creatures, each of which does a potential 140 points of damage per round to an evil foe without crits, assuming all attacks hit for average damage. Once again it's not about being a Jack of All Trades. The problem here is that the Summoner (and to a lesser extent the Wizard here) is Master of Other Peoples' Trades.</p><p> </p><p>Does that help show you what's going on?</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5906388, member: 87792"] I don't know of [I]anyone[/I] who is saying that a 3.X caster casting direct damage evocations is trivialising the fighter. This is because a fighter is better at doing damage most of the time than a simple fireball - single target damage to drop foes is normally more effective than shared damage. And the fighter can do things in combat the evoker can't - like survive. The problem with classic [I]knock[/I] is that it makes the wizard [I]better[/I] at one of the rogue's primary purposes than the rogue is. The rogue who decides to focus on lockpicking should always be better at lockpicking than the wizard who just decides to prepare a spell that morning. If the [I]knock[/I] spell, instead of being automatic were to give an effective lockpicking skill equal to the caster level, with tools, then no one would complain. Spells like that would make the wizard into a jack of all trades, master of none (or master of a few things that only a wizard could do). It would still open locked doors. But you'd use it either because you didn't have a rogue or on the offchance you rolled better. No one is saying that Jack of All Trades is bad. The problem is the wizard being Master of Other Peoples' Trades. And summoning wouldn't be a problem if the summons were significantly less powerful than the fighter. The problem is that they aren't. D3+1 Celestial Dire Tigers have more hit points than the fighter, do more damage, and cover a wider area. If instead of D3+1 Celestial Dire Tigers you were to get D3+1 Celestial Wolverines, you'd have the meatshield. Things underfoot that either do a little damage and clog up the enemy's mobility or force the enemy to divert attacks to destroy. But you wouldn't have summoned D3+1 creatures, each of which does a potential 140 points of damage per round to an evil foe without crits, assuming all attacks hit for average damage. Once again it's not about being a Jack of All Trades. The problem here is that the Summoner (and to a lesser extent the Wizard here) is Master of Other Peoples' Trades. Does that help show you what's going on? [/QUOTE]
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Why do all classes have to be balanced?
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