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<blockquote data-quote="Frozenstep" data-source="post: 7923167" data-attributes="member: 7020624"><p>Requiring planning should mean an advantage, but the ability to straight up gain another PC is bonkers. Action economy is pretty strong stuff, and being able to double up on spells can lead to some insane combos. </p><p></p><p>The fact that it requires planning actually makes it both better and worse. It makes the party's power more swingy, and makes balancing encounters harder from the DM side. Not wanting a lame final battle, they design an encounter that is well-balanced and fun for what the party with their extra member is capable of...only for the simulacrum to die to a crit in the fight before and screw up everything. Or they don't and the boss dies to force cage + sickening radiance on turn 1.</p><p></p><p>Being able to use it replace monarchs or something is a lot more interesting, but that doesn't forgive what a wrench it throws into the balancing of any high level party with a wizard. </p><p></p><p></p><p></p><p>The fact that the DM can easily shut down attempts to find help, or make finding help its own quest/challenge that requires someone with good social skills and maybe some thought on NPC motivations? And even then, they can control what kind of NPC wizard you get so that they aren't on the same level as the party and don't take the spotlight? World of difference.</p></blockquote><p></p>
[QUOTE="Frozenstep, post: 7923167, member: 7020624"] Requiring planning should mean an advantage, but the ability to straight up gain another PC is bonkers. Action economy is pretty strong stuff, and being able to double up on spells can lead to some insane combos. The fact that it requires planning actually makes it both better and worse. It makes the party's power more swingy, and makes balancing encounters harder from the DM side. Not wanting a lame final battle, they design an encounter that is well-balanced and fun for what the party with their extra member is capable of...only for the simulacrum to die to a crit in the fight before and screw up everything. Or they don't and the boss dies to force cage + sickening radiance on turn 1. Being able to use it replace monarchs or something is a lot more interesting, but that doesn't forgive what a wrench it throws into the balancing of any high level party with a wizard. The fact that the DM can easily shut down attempts to find help, or make finding help its own quest/challenge that requires someone with good social skills and maybe some thought on NPC motivations? And even then, they can control what kind of NPC wizard you get so that they aren't on the same level as the party and don't take the spotlight? World of difference. [/QUOTE]
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