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General Tabletop Discussion
*Pathfinder & Starfinder
Why the fear and hatred of Disjunction?
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<blockquote data-quote="Seeten" data-source="post: 3186767" data-attributes="member: 27186"><p>No. Lets look at a case study.</p><p></p><p>Level 20 party, we have:</p><p></p><p>Fighter, Paladin, Cleric, Wizard.</p><p></p><p>Disjunction destroys everything. Wizard spells have lower DC's now, he loses some metamagic, but he has level 9 spells, the ability to shapechange into a fire giant, and the vast majority of his power intact. The Cleric has lower DC's but can still turn, still has his 9th level spells, can restore his equipment via miracle, and basically retains the majority of his power. Level 20 Paladin loses much of his ability to hit high ac foes, loses much of his ac, so he is easy to hit via high ac foes. Loses much of his save bonuses, but not as many as the fighter. Loses the ability to pierce damage reduction, so if the opponent is a DR haver, as almost all CR 20+ monsters are, he is much less likely to be a contributor. In short, he loses far more than the cleric. The fighter loses: AC, To Hit, Ability to Power Attack meaningfully, most of his save bonuses, the ability to pierce DR.</p><p></p><p>Basically, at high levels, non spell casters ARE their equipment. They have very little personal power. Clerics, Druids, Wizards, Sorcerors have PERSONAL power. Fighters have gear. A fighter has a 20 BAB, but thats not enough against real CR 20 challenges. You need much more than 20, hence why monks have so much trouble hitting. Disjunction is unfair to non-spellcasters, as it strips their base of power. </p><p></p><p>Mike Mearls fantastic product, Iron Heroes, took the basic assumptions of D&D and stripped the "magic item" requirements from the fighter types. If you want a campaign where wizards throw disjunction around, I strongly recommend allowing all the fighter focused types to pick classes/use the rules from Iron Heroes, so they dont become bystanders watching the real heroes, the Clerics and Wizards, suddenly do everything for them.</p></blockquote><p></p>
[QUOTE="Seeten, post: 3186767, member: 27186"] No. Lets look at a case study. Level 20 party, we have: Fighter, Paladin, Cleric, Wizard. Disjunction destroys everything. Wizard spells have lower DC's now, he loses some metamagic, but he has level 9 spells, the ability to shapechange into a fire giant, and the vast majority of his power intact. The Cleric has lower DC's but can still turn, still has his 9th level spells, can restore his equipment via miracle, and basically retains the majority of his power. Level 20 Paladin loses much of his ability to hit high ac foes, loses much of his ac, so he is easy to hit via high ac foes. Loses much of his save bonuses, but not as many as the fighter. Loses the ability to pierce damage reduction, so if the opponent is a DR haver, as almost all CR 20+ monsters are, he is much less likely to be a contributor. In short, he loses far more than the cleric. The fighter loses: AC, To Hit, Ability to Power Attack meaningfully, most of his save bonuses, the ability to pierce DR. Basically, at high levels, non spell casters ARE their equipment. They have very little personal power. Clerics, Druids, Wizards, Sorcerors have PERSONAL power. Fighters have gear. A fighter has a 20 BAB, but thats not enough against real CR 20 challenges. You need much more than 20, hence why monks have so much trouble hitting. Disjunction is unfair to non-spellcasters, as it strips their base of power. Mike Mearls fantastic product, Iron Heroes, took the basic assumptions of D&D and stripped the "magic item" requirements from the fighter types. If you want a campaign where wizards throw disjunction around, I strongly recommend allowing all the fighter focused types to pick classes/use the rules from Iron Heroes, so they dont become bystanders watching the real heroes, the Clerics and Wizards, suddenly do everything for them. [/QUOTE]
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Why the fear and hatred of Disjunction?
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