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WoT Channeler(Wilder) vs. D&D Sorcerer?
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<blockquote data-quote="00" data-source="post: 227132" data-attributes="member: 2058"><p><strong>Personal Experience!!!</strong></p><p></p><p>I have presonaly experienced the WOT magic system from the DMs perspective.</p><p></p><p>My group recently converted all of our spellcasters (wizard.cleric, sorcerer, etc.) into channeling classes (Wilder & Initiate). The games seemed pretty cool once the DM frightens the players into NOT overchanneling every chance they get (in fact my group never overchanneled, even once).</p><p></p><p>I even gave one of the casters a magic item that allowed him to cast spells 1 level higher than the spell slot he was using. [This was the weekest magic item of its kind, since they range in power from +1 to +6]</p><p></p><p>Multiclass Wilder/Initiates can quickly gain all five elemental affinities (2nd or 3rd lvl not sure which). This allows them to essentialy cast all their known spells using a spell slot 1 level lower than normal.</p><p></p><p>All of the spells have builtin metamagic effects (for FREE!).</p><p></p><p>The spell "Harden Air" allows casters to imobalize and kill creatures with a reflex save, no mater what their level. They simply need to cast the spell at a high enophe level to contain a creatures size. Then they simly suffacate.</p><p></p><p>MY OPINION</p><p>=========</p><p>None of the spells seem to be ballanced against standard d&d spells. The damaging spells are weeker than standard d&d spells of similar leve (but after considering a caster with all affinities and a +1 slot item "angrel") you realy endup comparing these spells to d&d spells at least 2 levels lower. There is also the potential for casters to overchannel spells well beyond the 9th level spell limit.</p><p></p><p>Some of the non-damaging spells ("Harden Air"), are extreamly more powerful than d&d spells.</p><p></p><p></p><p>Non caster characters seem dull and boring compared to channelers.</p></blockquote><p></p>
[QUOTE="00, post: 227132, member: 2058"] [b]Personal Experience!!![/b] I have presonaly experienced the WOT magic system from the DMs perspective. My group recently converted all of our spellcasters (wizard.cleric, sorcerer, etc.) into channeling classes (Wilder & Initiate). The games seemed pretty cool once the DM frightens the players into NOT overchanneling every chance they get (in fact my group never overchanneled, even once). I even gave one of the casters a magic item that allowed him to cast spells 1 level higher than the spell slot he was using. [This was the weekest magic item of its kind, since they range in power from +1 to +6] Multiclass Wilder/Initiates can quickly gain all five elemental affinities (2nd or 3rd lvl not sure which). This allows them to essentialy cast all their known spells using a spell slot 1 level lower than normal. All of the spells have builtin metamagic effects (for FREE!). The spell "Harden Air" allows casters to imobalize and kill creatures with a reflex save, no mater what their level. They simply need to cast the spell at a high enophe level to contain a creatures size. Then they simly suffacate. MY OPINION ========= None of the spells seem to be ballanced against standard d&d spells. The damaging spells are weeker than standard d&d spells of similar leve (but after considering a caster with all affinities and a +1 slot item "angrel") you realy endup comparing these spells to d&d spells at least 2 levels lower. There is also the potential for casters to overchannel spells well beyond the 9th level spell limit. Some of the non-damaging spells ("Harden Air"), are extreamly more powerful than d&d spells. Non caster characters seem dull and boring compared to channelers. [/QUOTE]
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WoT Channeler(Wilder) vs. D&D Sorcerer?
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