Renevent
Cipher
- Joined
- Feb 22, 2013
- Messages
- 925
There are no companions. You're creating the whole party.
Awesome, didn't know that, sounds good then.
There are no companions. You're creating the whole party.
No, I mean in general. I only allow up to 6th level spells on my tables and that's only if you are a almost a pure caster (19th character level, which we have never reached anyway).Reverse Gravity is a 7th level spell and those shouldn't even exist.
The guy in question mentioned disintegrate(6th) and lv cap = 10 is due resource limitation.
Is your right, but the high level magic is a part of D&D. When a caster becomes capable of shaping the reality and not as if only the PC could cast this spells. Enemies can use reverse gravity and even wish against the party. Some people prefer lower magical setting, I just wonder why playing D&D for that? If someone likes low tech, low magical setting, I would suggest to play another game, because D&D is high magical.
There are no companions. You're creating the whole party.
Awesome, didn't know that, sounds good then.
Druids are divine casters and get some pretty crazy spells early on. As they should.Divine spellcasters get "the same" tools only at spell level 7+ really.
How many people who play wizards you know place boundaries on their magic use or play with a religious ban on some of it? I'd wager the number is close to 0. And I do place boundaries all the time, I never allow them to be overpowered. I say this to everyone new, if they don't like it nobody is forcing them to play with us.
How many people who play wizards you know place boundaries on their magic use or play with a religious ban on some of it? I'd wager the number is close to 0. And I do place boundaries all the time, I never allow them to be overpowered. I say this to everyone new, if they don't like it nobody is forcing them to play with us. That's why my homebrew setting doesn't include arcane spellcasters, I choose to weed out the cause instead of trying to wage a futile war against the symptom.
Their spells are pretty tame below that (no fireball or chain lightning for example) and focus more on debuffs/buffs/utility at the cost of direct damage spells, which I prefer. Arcane spellcasters are a problem in a setting in general because it's hard to limit their power due to their vagueness
Don't be a fool. You have absolutely no ground to put into question somebody's personal experience, just because it clashes with what you believe. It's not that unlikely for a group of friends/close associates to agree on something.Bullshit. That's not a thing that happens unless they agree with me about the problems arcane spellcasters create and I refuse to believe there are that many people in a single group of friends judging by the reactions I've received about my anti-arcane sentiments here.
And where he said that?Even if by some miracle this is true, this doesn't mean the vast majority of people who play arcane spellcasters do so.
Clerics and Druids catch up to Wizards at a very high level, they don't have spells like Fireball at spell circle 3. They get chain lightning only with the Air domain, which was originally only available to a single god. Incidentally, they catch up when all hands are off and all casters can alter reality. And even then, I'm ~ok with arcane spellcasters up until spell circle 6. Animating the dead is your weird obsession and has nothing to do with anything, it's not op if the summons are capped, which they should be. As for Solasta, yes, I was totally in shock the Battle domain gives Fireball, it was hilariously easy to bombard the enemies and end every battle in 1-2 rounds. Spells like Fireball, Chain Lightning, Firestorm should be avoided at all costs because they are a solution to almost all combat problems. They do insane damage and on top of that it's AoE. In my homebrew system, I'm planning on removing all direct damage spells (maybe I'll keep some anti-undead ones), only leaving AoE damage spells that do little damage. I'm also in favor of AoE spells that do insane damage but they do that damage to the party as well.So, is only personal preference. Because everyone knows that CoDzilla >>>> Wizards on 3.5e. They don't have fireball but has chain lightning and on 2e, a cleric of a death deity can learn how to animate the dead at lv 5 while a necromancer specialized wizard can only do that at lv 9 paying a tier 5 instead of tier 3 spell.
What's the point of saying what he is saying then? This isn't about fringe cases like me or his miraculous groups of friends.And where he said that?Even if by some miracle this is true, this doesn't mean the vast majority of people who play arcane spellcasters do so.
What's the point of saying what he is saying then? This isn't about fringe cases like me or his miraculous groups of friends.
The rabid defense of arcane spellcasters that happens every time I mention how they create more issues than they solve also tells me there is a problem that needs fixing.
His point is that tabletop RPGs can be customized to fit their players' (or GMs') needs.What's the point of saying what he is saying then? This isn't about fringe cases like me or his miraculous groups of friends.
Being a spellcaster shouldn't invalidate the challenges, but at the same time casters do bring something unique to the game: their own ability to interact with the in-game world. Take away the ability to cast spells and you're taking away one of the strong points of any RPG - the interactivity. I am of the opinion that magic should be rewarding, but it should also come with significant enough risks to not make the use of it be as carefree as it often is. Think: Wild Mage.The rabid defense of arcane spellcasters that happens every time I mention how they create more issues than they solve also tells me there is a problem that needs fixing.
I don't have trouble finding people to play with restrictions because I'm the one who places the restrictions. This is mostly an epidemic in video games, but I'm absolutely sure the vast majority of tabletop players don't play with restrictions on magic. Do we have stats about how popular Dragonlance and Dark Sun are compared to Forgotten Realms? That's not my general point, however. What I am saying is that arcane spellcasters as written are a problem, which you seem to agree with if you play with restrictions.And that problem is probably your approach if your having a hard time to find people to play with narrative restrictions on arcane casters.
If its such a epidemic as you say settings like Darksun and Dragonlance would have never taken off as product lines.
Hell even if there was no narrative justification people can buy into easy enough. B/X D&D is still played today wether through retro-clones or the original material which in there level cap is 14 and highest spell level is 6.
Honestly it comes off like you never played the editions prior to 3rd.
I do customize it in tabletop. As for spellcasters, I am all for divine spellcasters, I just have a problem with the arcane variety.His point is that tabletop RPGs can be customized to fit their players' (or GMs') needs.What's the point of saying what he is saying then? This isn't about fringe cases like me or his miraculous groups of friends.
Being a spellcaster shouldn't invalidate the challenges, but at the same time casters do bring something unique to the game: their own ability to interact with the in-game world. Take away the ability to cast spells and you're taking away one of the strong points of any RPG - the interactivity. I am of the opinion that magic should be rewarding, but it should also come with significant enough risks to not make the use of it be as carefree as it often is. Think: Wild Mage.The rabid defense of arcane spellcasters that happens every time I mention how they create more issues than they solve also tells me there is a problem that needs fixing.
Clerics and Druids catch up to Wizards at a very high level
Animating the dead is your weird obsession and has nothing to do with anything, it's not op if the summons are capped, w
As for Solasta, yes, I was totally in shock the Battle domain gives Fireball, it was hilariously easy to bombard the enemies and end every battle in 1-2 rounds. Spells like Fireball, Chain Lightning, Firestorm should be avoided at all costs because they are a solution to almost all combat problems
. Do we have stats about how popular Dragonlance and Dark Sun are compared to Forgotten Realms?
In medieval England during the 15th century, it was apparently a mark of shame for a knight if he wasn't able to vault into his saddle with his full panoply worn. It shows how well designed the armour was and the expectations that warriors had for agility and flexibility.
And the damage is not that high. Fireball on 5e deals 8d6 damage, or 28 damage on average. A fighter with a polleaxe and 20 STR in a single round if hit both attacks can deal 2 * (d10 + 5) or 21 damage on average And he can do that with unlimited resources.
I'm sorry, Call Lightning is not a straight line from the caster, so you are wrong and your argument is invalid. Bye bye.Even though I'm not one for dick measuring competitions, Call Lightning not only does less damage (3d6 with no scaling, as opposed to 1d6 per level for fireball) and is only in a straight line from you. And lol @ comparing Fireball with a Fighter's auto attack. You can't convince me arcane spellcasters as written are somehow not overpowered because I have enough experience to know they are.
I'm sorry, Call Lightning is not a straight line from the caster, so you are wrong and your argument is invalid. Bye bye.Even though I'm not one for dick measuring competitions, Call Lightning not only does less damage (3d6 with no scaling, as opposed to 1d6 per level for fireball) and is only in a straight line from you. And lol @ comparing Fireball with a Fighter's auto attack. You can't convince me arcane spellcasters as written are somehow not overpowered because I have enough experience to know they are.
Call Lightning not only does less damage (3d6 with no scaling, as opposed to 1d6 per level for fireball) and is only in a straight line from you.
But many fighters go sword and board because shields are gud, which gives them 1d8+4+2 for 10.5 x 2 damage in 21. So wrong formula right solution?
Anyway 5e definitly has caster supremacy. But archers are really good aswell, being reliant on melee is the only real outlier in power.