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General Tabletop Discussion
*Pathfinder & Starfinder
Wizards: Already Too Strong?
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<blockquote data-quote="stevelabny" data-source="post: 5922458" data-attributes="member: 9298"><p>I still haven't played it, so this is just how it feels. </p><p></p><p>6 at-will cantrips seems a little much, but that's because the pre-gen has class AND theme giving cantrips. Even though I know the general mentality is to over-specialize, I would HOPE that the magic-user theme gets used by non-casters and the wizards take other themes. </p><p></p><p>Offensively, Shocking Grasp seems fine because its a melee attack, Magic Missile seems ok, but I'm not sure why it scales and it seems pretty lame that its an auto-hit at-will for both other players and even for the wizard player themselves. "I shoot magic missile. I don't need to roll. Your turn." Ray of Frost SEEMS overpowered but I want to see it in play. I'm guessing it will be one of those wizard-type issues where if there is only ONE enemy, you could potentially run into a problem. </p><p></p><p>I mostly roll my eyes at Light because very few groups I've ever played with have wanted to bookkeep for light sources constantly. Its ok when it comes up once in a while, but having dark caves filled with enemies with darkvision gets old if youre doing it constantly. </p><p></p><p>Mage Hand like many low-level utility spells, can be useless in the hands of someone uncreative, awesome in the hands of a good player and annoying in the hands of someone in the middle who keeps trying to abuse the system. It probably needs to have a few more restrictions if its going to be at-will. </p><p></p><p>My BIG problem? That I haven't seen anyone talking about yet??? </p><p></p><p>DETECT MAGIC AT WILL.</p><p></p><p>I guess you can pretty much give up hiding magic items anywhere ever. </p><p>Why wouldn't the wizard walk around with almost permanent detecto vision? </p><p>This seems ripe for abuse. Again, I really feel the at-will spells need to have carefully considered restrictions.</p></blockquote><p></p>
[QUOTE="stevelabny, post: 5922458, member: 9298"] I still haven't played it, so this is just how it feels. 6 at-will cantrips seems a little much, but that's because the pre-gen has class AND theme giving cantrips. Even though I know the general mentality is to over-specialize, I would HOPE that the magic-user theme gets used by non-casters and the wizards take other themes. Offensively, Shocking Grasp seems fine because its a melee attack, Magic Missile seems ok, but I'm not sure why it scales and it seems pretty lame that its an auto-hit at-will for both other players and even for the wizard player themselves. "I shoot magic missile. I don't need to roll. Your turn." Ray of Frost SEEMS overpowered but I want to see it in play. I'm guessing it will be one of those wizard-type issues where if there is only ONE enemy, you could potentially run into a problem. I mostly roll my eyes at Light because very few groups I've ever played with have wanted to bookkeep for light sources constantly. Its ok when it comes up once in a while, but having dark caves filled with enemies with darkvision gets old if youre doing it constantly. Mage Hand like many low-level utility spells, can be useless in the hands of someone uncreative, awesome in the hands of a good player and annoying in the hands of someone in the middle who keeps trying to abuse the system. It probably needs to have a few more restrictions if its going to be at-will. My BIG problem? That I haven't seen anyone talking about yet??? DETECT MAGIC AT WILL. I guess you can pretty much give up hiding magic items anywhere ever. Why wouldn't the wizard walk around with almost permanent detecto vision? This seems ripe for abuse. Again, I really feel the at-will spells need to have carefully considered restrictions. [/QUOTE]
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Wizards: Already Too Strong?
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