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*Pathfinder & Starfinder
You nerf Haste... what now?
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<blockquote data-quote="WizarDru" data-source="post: 633418" data-attributes="member: 151"><p>Well, that assumes that the Bard is no fun to play, which I've also found not to be the case, but that's not really here nor there.</p><p></p><p>To what level have you actually played? My group currently has characters at 17th-18th level. I can assure you, the party wizard is NOT feeling underpowered, haste or no haste. Haste's balance doesn't really enter directly into the argument. As to specific spells, my point wasn't the actual individual spells as a combo...merely that a wizard could pull just about anything out of hat. Single-turn summoning alone is a biggie. </p><p></p><p>Case in point: during a recent combat (a level ago, I might add), the party encountered a 18th level Lich/Blighter and her zombie Dire Bears. The archer dealt out some pain, as did the paladin...but they still had to close range. The rogue manuevered, and the cleric buffed and healed. The Wizard threw down an empowered chain lightning....and then for good measure, threw a Meteor Swarm. The round that followed, he threw two more artillery spells. From 70 feet away.</p><p></p><p>More recent combat: horde of 200 zombies swarming on a lightly defended town. One maximized fireball later, there are 160 zombies approaching. No haste needed. The cleric unleashes a Positive Energy Burst, and we're down to 60. The druid unleashes a Elder Water Elemental to do clean-up.</p><p></p><p>No haste needed. The melee characters also had their hands full, but they certainly don't feel like the spellcasters aren't keeping lock-step with them, power-wise.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 633418, member: 151"] Well, that assumes that the Bard is no fun to play, which I've also found not to be the case, but that's not really here nor there. To what level have you actually played? My group currently has characters at 17th-18th level. I can assure you, the party wizard is NOT feeling underpowered, haste or no haste. Haste's balance doesn't really enter directly into the argument. As to specific spells, my point wasn't the actual individual spells as a combo...merely that a wizard could pull just about anything out of hat. Single-turn summoning alone is a biggie. Case in point: during a recent combat (a level ago, I might add), the party encountered a 18th level Lich/Blighter and her zombie Dire Bears. The archer dealt out some pain, as did the paladin...but they still had to close range. The rogue manuevered, and the cleric buffed and healed. The Wizard threw down an empowered chain lightning....and then for good measure, threw a Meteor Swarm. The round that followed, he threw two more artillery spells. From 70 feet away. More recent combat: horde of 200 zombies swarming on a lightly defended town. One maximized fireball later, there are 160 zombies approaching. No haste needed. The cleric unleashes a Positive Energy Burst, and we're down to 60. The druid unleashes a Elder Water Elemental to do clean-up. No haste needed. The melee characters also had their hands full, but they certainly don't feel like the spellcasters aren't keeping lock-step with them, power-wise. [/QUOTE]
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You nerf Haste... what now?
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