Noumenon
First Post
I thought the idea of NPC classes like the warrior was to be weak, so first level orcs don't kill so many PCs. But the Adept is weak in the wrong way. It's kind of like a wizard multiclassed with commoner, when what I need is a true spellcaster, just weaker.
Slower spell progression is the opposite of what I want in an NPC class. I'm kind of a magic lover, I think my encounters are cooler when my goblin pirates can use flaming arrows or my ship's druid can cast Gust of Wind to maneuver away from them. So I am always looking for higher spell levels than I can afford in terms of CR. Adding three druids with enough levels to cast Wood Shape means I kill the party unless I cut out half the goblin warriors, and then there's nobody left to board the ship through those Wood Shaped holes.
If I were building an adept class I'd build one that got the same top spell level as a wizard, but fewer spells per day, worse saves, no feats, and CR of (level -2). That way I could design an encounter that starts with hold person on the door guard without making the raiding party automatically at least CR 3, or use an artillery barrage from four Magic Missilers on a party lower than level 5. It wouldn't be too dangerous, because they would run out of spells so fast.
(Aside: What CR is a fifth level adept supposed to be anyway? He's no stronger than a third level wizard, and we know a third level wizard is barely a CR 3. Either I treat him as CR 5 and all my encounters get drastically weaker, or the party has to fight a bunch of NPCs who are three levels higher than they are.)
So does it make sense to give adepts the top level of wizard spells, if they only get one or two? Is there a balance reason they're so useless, or is it just that whoever wrote the DMG didn't like high magic campaigns?
Slower spell progression is the opposite of what I want in an NPC class. I'm kind of a magic lover, I think my encounters are cooler when my goblin pirates can use flaming arrows or my ship's druid can cast Gust of Wind to maneuver away from them. So I am always looking for higher spell levels than I can afford in terms of CR. Adding three druids with enough levels to cast Wood Shape means I kill the party unless I cut out half the goblin warriors, and then there's nobody left to board the ship through those Wood Shaped holes.
If I were building an adept class I'd build one that got the same top spell level as a wizard, but fewer spells per day, worse saves, no feats, and CR of (level -2). That way I could design an encounter that starts with hold person on the door guard without making the raiding party automatically at least CR 3, or use an artillery barrage from four Magic Missilers on a party lower than level 5. It wouldn't be too dangerous, because they would run out of spells so fast.
(Aside: What CR is a fifth level adept supposed to be anyway? He's no stronger than a third level wizard, and we know a third level wizard is barely a CR 3. Either I treat him as CR 5 and all my encounters get drastically weaker, or the party has to fight a bunch of NPCs who are three levels higher than they are.)
So does it make sense to give adepts the top level of wizard spells, if they only get one or two? Is there a balance reason they're so useless, or is it just that whoever wrote the DMG didn't like high magic campaigns?