Wizards, Clerics & Druids


Races & Classes


I'm new to this forum so excuse me if this has been covered.

After reviewing the Alpha I noticed that one of the biggest problems in 3.x hadn't been addressed. The power level of the classed listed above.

Other than some spell tweaking I don't think this issue has been addressed. Wizards even have higher hit points now...

Scarab Sages

Pat Rat wrote:

I'm new to this forum so excuse me if this has been covered.

After reviewing the Alpha I noticed that one of the biggest problems in 3.x hadn't been addressed. The power level of the classed listed above.

Other than some spell tweaking I don't think this issue has been addressed. Wizards even have higher hit points now...

Welcome to the boards. :)

So one of the biggest problems *you* have with 3.x hasn't been addressed. I think you might find a like number of people who feel that there wasn't ever a problem there, and that since all the other classes got a real boost that now those classes fall behind.

That's the danger of any of us thinking that problems we have with 3.x are universally seen as problems.

Perhaps if you specified the problems you see, we could have a look and see if it's just a localized issue or a systemic problem. I think you'll find that concensus isn't possible, and statements about something being a systemic or universal problem aren't going to get very far without a lot of backup. Even then, you're going to have people who provide equally good arguments to the contrary.

It's fun. ;)


hmarcbower wrote:
Pat Rat wrote:

I'm new to this forum so excuse me if this has been covered.

After reviewing the Alpha I noticed that one of the biggest problems in 3.x hadn't been addressed. The power level of the classed listed above.

Other than some spell tweaking I don't think this issue has been addressed. Wizards even have higher hit points now...

Welcome to the boards. :)

So one of the biggest problems *you* have with 3.x hasn't been addressed. I think you might find a like number of people who feel that there wasn't ever a problem there, and that since all the other classes got a real boost that now those classes fall behind.

That's the danger of any of us thinking that problems we have with 3.x are universally seen as problems.

Perhaps if you specified the problems you see, we could have a look and see if it's just a localized issue or a systemic problem. I think you'll find that concensus isn't possible, and statements about something being a systemic or universal problem aren't going to get very far without a lot of backup. Even then, you're going to have people who provide equally good arguments to the contrary.

It's fun. ;)

That's generally seen as one of the largest problems with 3.x, no real class balance, especially at high levels.

While all classes have been buffed to an extent, 9th level spellcasting classes, especially the cleric/druid/wizard, are still more powerful than other classes at mid-to-high levels. The only way to really fix that would be to go the 4e route, but I don't think anyone who's looking forward to the Pathfinder RPG wants that.

From what I've seen, balance between classes IS better, but still could use some work. Especially on the fighter.


Like the above poster said, if you have specific problems with the class, it may be helpful for you to post them so they can be adressed.

I find it somewhat curious that you did not include Sorcerers in your list. Perhaps this was just an oversight, but I'm going to go ahead and hazard a guess that you feel the sorcerer is a reasonably balanced class.

Which tells me that you have a problem with classes which prepare spells, not with spellcasting classes in general.

The main complaint area in that respect that I can think of is that these classes are over-versatile and that their spells can allow them to do pretty much anything, especially during high level play.

Individual spells can be quite powerful, but indeed some of them are being fixed, I'm praying for a nerf on a few spells myself, including Gate and ray of enfeeblement, and I expect there will be one.... for Gate at least. Point is that this is, in fact, being adressed.

Ah, but as far as over-versatility is concerned, I havent found it to be much of a problem... These classes still need to guess what will be useful that day, or leave slots unprepared, which can be rather disadvanagous a lot of the time when you need to cast Dimension Door right now, not in 15 minutes when the squishy wall trap has already turned you and all your friends into Kansas [mathematically flatter than a pancake, by the way].

In a high fantasy world, sometimes you gots to teleport, sometimes you want to be able to make a stone bidge appear out of nowhere to the other side of the cliff. What's the easiest game answer? "A wizard can do it." You don't have to explain away the reasons behind why the ranger can shoot an arrow into a tree, cut it down with said arrow, and run across it and jump over the chasm before it plummets to the gorge below. "It was magic." there, done. So the magic classes get the fun spells like that. Makes good sense that way.

Remember that Dnd is basically a team game. I like playing Clerics, but I know damn well that I'll set off every trap in the temple without my rogue friend there to help me out. I certainly wouldn't get far without the fighter or barbarian dishing out damage and keeping enemy meleers from harassing me and stopping me from casting the heals and buffs that I need to be.

So try not to think of it in terms of which character could Solo the game the easiest, cause that's not the point. However, if the cleric/druid/wizard contribute so much to the party's success that the other players efforts are marginalized and the fun of the game suffers, then we have a problem.

Ask yourself if it is really the classes or if it's the players. Has the Druid in your group ever played a fighter before? How strong was the fighter? Did it contribute to the game well enough? A lot of n00bs gravitate towards classes like the fighter, barbarian, the rogue, or monk because they feel overwhelmed by spellcasting and dont want to deal with it in their first or second game or so. This tends to lead to advanced players playing the classes you mentioned having more options, thus the classes seem stronger, though they are actually just being played by stronger players.


As mentioned not much can be said without some sort of specifics. In general, other classes have been made more powerful with more options which makes them more relevant.

Druid: Wild shape is completely nerfed to the point where most people don't consider it broken. Given it's spell list is nowhere near as potent as that of the Wizard or the Cleric this will likely 'fix' the Druid. Spells per day is reduced.

Cleric: Domains are significantly changed, Spells per day are reduced.

Wizard: Is going through some serious changes. I'm not going to comment on the wizard much until I see the Beta but it is significantly changed. Mainly the specialist spells will not be part of the normal spell progression which means PrCs lose 1 spell/ level/ day as they advance.

So all other classes get helped significantly (including the sorcerer), Cleric and Druid get definite nerfs, core wizard is probably about the same but the PrC Wizards get definite nerfs (but again changes coming on wizard). Also, specific spell nerfs further reduce power of spellcasters.

That's not to say that spellcasters won't be essential parts of a campaign, and they will likely dominate the game to some extent going forward.


O.k, is it me or is giving wizards/sorcerers/clerics the ability to do a magical missle attack (at will!) a bit broken? Fighters have to go melee, archers use up arrows, and spellcasters used to have a finite amount of spells. It was for this reason my group disallowed the Warlock class.

Any situation where the party is at a height advantage against a foe or behind a barrier etc..., the spellcaster can do ping-damage until it's dead while everyone sits back and takes a snooze.

Combine that with Improved invisibility and levels of rogue (who can now sneak attack amost anything).

I feel that, in combat, there has to be some kind of risk, whether it's risking resourses or HP's.

Liberty's Edge

Dennis da Ogre wrote:


Druid: Wild shape is completely nerfed to the point where most people it a joke aside for scouting. Spells per day is reduced. Given it's spell list is nowhere near as potent as that of the Wizard or the Cleric this will likely 'castrate' the Druid.

Fixed for you, well aside for animal companion which I rather trade for a better wildshape.

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