| Donny_the_DM |
Greetings Pathfinder Peoples,
Having just received both of my PFRPG betas, I immediately dove into them, and was a bit surprised to see that it looked almost exactly like the Alpha III.
While I understand that this could be a sign of percieved near perfection, as much as I am loving the new game, I am a bit concerned. You see, while the class reduxes are really cool and all with the low level play being much improved, the high level game still sucks the great wrinkled teat of lameness.
Despite all of the piddly complaints about VERY obscure and niggling rules fixes, the biggest problem in 3.5 is high level play. You folks have mentioned it a couple of times, but I see absolutely nothing that has changed enough to matter.
I would assert that one of the primary reasons that 4E was such a radical departure from the 3rd edition ruleset, is that they realized it was broken beyond the realm of an easy fix or errata update. Add the cash cow prospect of selling a whole new set of supplements and splatbooks and Voila! An edition is born.
You see, I hear complaints all over these boards (especially during the edition wars) about how "broken" the system was. Truth is, the game really does grind to a halt above level 15. I've found that even switching to a mainly cinematic/narrative doesn't help either, because THE RULES DON'T SUPPORT IT. This in turn leads to inconsistent gameplay, binders full of houserules, and I STILL spend hours doing prep and watching a battle go on for hours.
The biggest and most obvious example of this is multiclassing. Yes, multiclassing. I have seen dozens of complaints about how lame the "single and double dip" into rogue or fighter is. Personally, I don't agree, but I digress. You see, the rules do not support an even split multi-spellcaster. I refer to the Fighter/Wizard, Paladin/Sorcerer(personal favorite), and all other incarnations not involving druids.
Some would say that a fighter10/wizard10 should be a fairly badass character. You are pretty well versed in the martial as well as arcane arts. You can swing a sword, throw fireballs, buff yourself and others, etc. Problem is, this character is nearly worthless in a CR20 solo encounter. The average AC for a CR20 solo critter is near 40. With a BAB of 14, a (generous) strength of 22, and a +4 weapon = +25 to hit for primary attack. I hit on a 15 or better AT 20th level. Add DR, and spell resistance that I can never hope to breach on anything better than the same roll, and my "Warrior-Mage" becomes a cheerleader. It improves slightly if the encounter is skewed towards the lower end, that is, say a CR15 BBEG with 8 CR 13 Minions. But that is no fix, assuming you want a challenging solo opponent.
If I wanted to play a cheerleader, I would have played a stupid bard! Flame me all you want about "getting what I deserve" and "Broken builds" and all that crud, but I say that I am being punished by the rules for evenly progressing. Why do the rules tell me what kind of characters I cannot play effectively? I mean really, This isn't some stupid Monk/Druid/Bard randomness, this is a viable character concept. Am I now FORCED to find a flavored PrC to "fill in the gaps?" What if I don't want another class? Where are my choices?
I am trying not to rant or whine, but it just seems silly that Eldrich Knight and Practised spellcaster ar the only things ou there that support this kind of toon. Better yet, Anyone try playing a Ranger/Cleric or Monk/Sorcerer? They are just about as useless using an even split multiclass.
Am I stuck now with single or double dipping? Am I missing something? Help me Obi-Jason-Bulmahn-and-staff-Kenobi, you're my only hope!
Jal Dorak
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Not to nitpick, but in Pathfinder a 10th Level fighter would have at least an extra +4 to hit and damage from Weapon Focus/Specialization and Weapon Training.
Throw in spells like haste and your +25 becomes +30 pretty quickly, which gives your fighter/wizard a 50/50 chance to hit this mysterious AC 40 monster.
So, high-level play and multiclassing is fixed, at least based on your argument. The strategy behind making a gish is to take spells that don't depend on caster level, and that improve your ability as a warrior.
By 20th level if your combat-focused character can't bypass DR, then you are not shopping for weapons with consideration.
| Dennis da Ogre |
Greetings Pathfinder Peoples,
... then some long winded rant.
Go back and poke around through the archives. High level play is most certainly not 100% fixed, the folks at Paizo have even said as much. They also stated more or less that it is one of their top priorities which they are working on through the beta process.
If someone promised you that high level play is fixed in the Beta I highly doubt it was anyone from Paizo. Their little promo piece doesn't even mention high level play. As I said it's one of their top goals so and they have already done some things to make it more manageable but it is far from complete.
As for the multi classing rules... I'm not sure they are getting modified at all. I've seen a lot of ideas go by the mill but none of them have really been workable. You mention the wonders of 4e... but 4e just completely bypasses this step by eliminating true multi classing. I think your best bet if you want to see multi classing improved is to stick around the boards.
Vic Wertz
Chief Technical Officer
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Having just received both of my PFRPG betas, I immediately dove into them, and was a bit surprised to see that it looked almost exactly like the Alpha III.
Jason's focus between alpha 3 and beta was primarily in adding 250 pages of new content, not in revising the alpha material. When he returns from Gen Con UK in a couple of weeks, he'll be diving in to fixing the stuff that needs to be fixed.
primemover003
RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16
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Donny_the_DM wrote:With a BAB of 14, a (generous) strength of 22, and a +4 weapon = +25 to hit for primary attack.Uh, if that's what your fighter/wizard looks like at 20th level, all I can say is, you're doing it wrong.
I agree... mechanically yes your spells won't be beefy enough to hit the BBEG as hard as his minions. However your spells work just fine on yourself. A Wiz 10/Ftr 10 is basically a Psychic Warrior. Stick to things that improve you and you'll be fine.
To Hit..
Haste +1 haste
Heroism +2 morale
Rage +1 (from +2 morale bonus to Str)
True Strike +20 insight (even if it is every other round)
Mundane boosts to hit...
Flank +2
Aid Another +1
Higher Ground +1 (fly works nice for this)
Charge +2
Weapon Focus Feat +1
Reduce AC...
Black Tentacles (no save, no SR) no dex, dodge, or insight if grappled
Web (gives the entangled condition even if they save) -2 AC
Prone -4 AC
Dispel Magic (suppress items like ARMOR! Much easier than BBEG's own spells)
Don't forget you're working on a TEAM!
| Mattastrophic |
Don't forget Improved Invisibility and Blink.
Also don't forget your defensive buffs, like Mirror Image, Displacement, and Blur. (BTW... In Beta, the 2nd level spell Blur still negates Sneak Attack... that needs to be fixed.) Remember, they even stack, making you insanely hard to hit coming from anything without True Sight.
Also, the DMG's Eldritch Knight is Core 3.5's Ftr/Wizard. Ftr10/Wiz10 is just terrible.
-Matt
| LogicNinja |
Shisumo wrote:Donny_the_DM wrote:With a BAB of 14, a (generous) strength of 22, and a +4 weapon = +25 to hit for primary attack.Uh, if that's what your fighter/wizard looks like at 20th level, all I can say is, you're doing it wrong.I agree... mechanically yes your spells won't be beefy enough to hit the BBEG as hard as his minions. However your spells work just fine on yourself. A Wiz 10/Ftr 10 is basically a Psychic Warrior. Stick to things that improve you and you'll be fine.
To Hit..
Haste +1 haste
Heroism +2 morale
Rage +1 (from +2 morale bonus to Str)
True Strike +20 insight (even if it is every other round)Mundane boosts to hit...
Flank +2
Aid Another +1
Higher Ground +1 (fly works nice for this)
Charge +2
Weapon Focus Feat +1Reduce AC...
Black Tentacles (no save, no SR) no dex, dodge, or insight if grappled
Web (gives the entangled condition even if they save) -2 AC
Prone -4 AC
Dispel Magic (suppress items like ARMOR! Much easier than BBEG's own spells)
Don't forget you're working on a TEAM!
This is completely, nonsensically optimistic. Haste, Heroism, Rage? You're gonna spend three rounds casting all that? And then always be able to charge into a flanking position? Your Black Tentacles won't affect anyone as a Fighter 10/Wizard 10.
Sorry, but Fighter 10/Wizard 10 is awful.
Shisumo
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With respect to the multiclassed caster question, are a couple more PrCs the right answer? We already have the eldritch knight (arcanist/fighter) and the mystic theurge (arcanist/divine caster); if we have some kind of ultimate magus equivalent (arcanist/arcanist) and something for a divine caster/fighter, would that be enough to get us off the ground?
Note here that this would not be a perfect fix; note too that Pathfinder's design goals are to discourage multiclassing somewhat, at least inasmuch as the decision to multiclass (whether into a PrC or not) is supposed to be something other than a no-brainer. But it would be, perhaps, the most backwards compatible option.
| The Black Bard |
Its late, so my snark factor is up a bit, but consider this: is the world populated with exactly 13.3 creatures of the exact same CR as the PCs at each given level?
Rather, am I the only one who runs encounters with creatures 8 or more CRs below the PCs? Fighter10/Wizard10 can do things to a mob of lower CR critters that other purebreeds can only dream of. Does he do it better or worse? Maybe, maybe not. But it is different.
Sometimes I feel like the only person playing D&D that multiclasses (or single classes, or prestige classes) because its what the character would do, rather than because its the path to ultimate power (tm). Give me a character who earns a victory with effort and cunning over a bunch of numbers that coasts through its quasi-existance every day.
Away I snark, to snark other lands.
| neceros |
Queue my input:
NEceros' Core 3.5 Re-Balance: Multiclassing
I implore you to consider the basic changes that have been around for so long.
Jal Dorak
|
This is completely, nonsensically optimistic. Haste, Heroism, Rage? You're gonna spend three rounds casting all that? And then always be able to charge into a flanking position? Your Black Tentacles won't affect anyone as a Fighter 10/Wizard 10.
Sorry, but Fighter 10/Wizard 10 is awful.
I think he was just presenting an array of options available to any 20th level character worth his/her salt. Also, you have to remember that most of those buff spells affect the whole party. As a Wiz10 you should be expected to throw a little group buffing around.
I'm also going to destroy your nonsensical pessimism, since you apparently elected not to read spell descriptions. Sorry, a bit hostile, but you basically dismissed out of hand the other poster, which was totally unfair.
Also, by 20th level most creatures are Large or larger (less humanoids), so flanking should not really be an issue. Again, it is an array of options that DO stack if needed. Potentially +6 for charge/aid/flank if needed.
Also, black tentacles will affect someone: other ftr10/wiz10 NPCs. ;)
Anyways, Ftr9/Wiz11 is better.
| Robert Miller 55 |
Multi Classing is far from being the core problem of high level play. Its comparatively a minor issue, plus Nicero does link some good ideas up above.
The biggest problem with high level play is the complexity bogs play down, and requires DM's to take a LOT of time to build encounters. So that complexity needs to go away. Which means you need a simpler core system. Your not going to get that without major rewriting/revision of the core 3E rules, monster building, and spells.
Considering the design goals of PF are to maintain compatibility with 3E such fixes are not going to happen. The best your going to get are "band aids". Lets just hope they are good ones.
| rvdroz |
Dead levels in the basic classes has been the biggest problem in 3.5 that PFRPG has fixed. A 20 wizard being more powerful than a multiclassed 18 wizard / 2 fighter is not a bug, it's a feature. The path to any great power is focus. That said, allow unrestricted multiclassing. The bonuses for favored classes and the detriments to later power are enough to make folks think twice.
| Dennis da Ogre |
I would really like to see some changes to multi classing. I'm not sure I care for most of the multi classing solutions that have scrolled across the boards. Unfortunately, it seems the biggest 'changes' to multi classing that have come down the pike for Pathfinder have been efforts to discourage it. I understand the motivation behind that but it also penalizes the guys who want to go the multiclass route.
Hopefully when the developers start talking about classes and looking over the classes we can have some additional discussion about this and maybe bring some of the ideas that were banged around here into the game.
My big concerns with multiclassing is:
- Limiting the appeal of dips to pick up low level class abilities (fast movement comes to mind) with no real interest in pursuing the class.
- limiting the impact of 1st level save bonuses and penalties
- Overall multi class characters such as the fighter/ wizard are completely gimp.
- How can we make effective multi class characters without resorting to prestige classes for each interesting combination?
Ultimately, the designers hands are significantly tied by the goal of backwards compatibility. If a huge change is made in the multi classing then suddenly the modules that are out there are invalidated.
In my eyes preventing abuse is ultimately more important than fixing the multi class issues. It's not ideal but the duct tape and baling wire fixes with the various prestige classes do work to a large extent. The prestige class route also works around the backwards compatability.
Shadewest
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In my eyes preventing abuse is ultimately more important than fixing the multi class issues. It's not ideal but the duct tape and baling wire fixes with the various prestige classes do work to a large extent. The prestige class route also works around the backwards compatability.
I'm with you on this. I wonder, though if there might not be some kind of formula for prestige classes which are basically multiclasses. In my campaign I just allow a gestalt after a PC reaches Level2/Level2, though that might be too generous for some people's taste. I have a few other ideas, but I want to wait until Jason opens up discussion of classes before I get too deep into this
primemover003
RPG Superstar 2013 Top 4, RPG Superstar 2011 Top 16
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I don't know about you but Black Tentacles will effect a LOT of creatures even at CR 15 and above. Almost every medium Humanoid creature will be at risk of getting grappled, especially Wizards, Rogues, and Clerics of almost any level. Not everyone, especially NPC's can be warded with Freedom of Movement effects. A +18 grapple check isn't anything to sneeze at if you don't have a Full BAB. The variant Tentacle spells get even better by dealing energy damage!
| Tholas |
While a Fighter 10/Sorcerer 10 might not be the optimal choice I would be very wary of a char that can potentially buff his Str through the roof, cast quickened True Strike and do a Power Attack, Devastating Blow, Spring Attack with a 4x weapon like a Scythe. Add in some WotC Splat Book cheese like Arcane Thesis, Easy Metamagic, Bounding Assault, "Bite of the" line of spells, ...(many many things more) and it gets really scary.
In my eyes preventing abuse is ultimately more important than fixing the multi class issues. It's not ideal but the duct tape and baling wire fixes with the various prestige classes do work to a large extent. The prestige class route also works around the backwards compatability.
Amen. Unfortunately this only works for the Pathfinder RPG. Allow WotC splat books and the door for abuse is wide open.
| LogicNinja |
Its late, so my snark factor is up a bit, but consider this: is the world populated with exactly 13.3 creatures of the exact same CR as the PCs at each given level?
Rather, am I the only one who runs encounters with creatures 8 or more CRs below the PCs? Fighter10/Wizard10 can do things to a mob of lower CR critters that other purebreeds can only dream of. Does he do it better or worse? Maybe, maybe not. But it is different.
The Fighter 10/Wizard 10 is no more effective against a mob of lower-CR enemies than the pure Fighter or pure Wizard (who has more wide-range AoEs). Also, effectiveness against mobs of lower-CR enemies is not relevant, because mobs of lower-CR enemies are not a significant threat. They can't hurt you. It doesn't matter if you have to take a round or two more to finish mopping them up.
Effectiveness against CR-appropriate enemies--and enemies of CR = level+2 or 3, even--is vastly more important.Sometimes I feel like the only person playing D&D that multiclasses (or single classes, or prestige classes) because its what the character would do, rather than because its the path to ultimate power (tm). Give me a character who earns a victory with effort and cunning over a bunch of numbers that coasts through its quasi-existance every day.
Fighter/Wizard/Eldritch Knight represents the character concept just as well as Fighter/Wizard does--no, better, since it represents using both swordplay and magic.
Please don't use "it's roleplaying" to justify bad mechanical choices or to pretend that people who make good mechanical choices aren't roleplaying as well as you are. It's condescending and it's futile--roleplaying shouldn't require having to be worse mechanically. Someone whose concept is a fighter/wizard should not be punished mechanically for that.I think he was just presenting an array of options available to any 20th level character worth his/her salt. Also, you have to remember that most of those buff spells affect the whole party. As a Wiz10 you should be expected to throw a little group buffing around.
Only Haste affects the whole party. By level 20, Haste isn't worth the action it takes to cast it: everyone who needs the bonus attack should be able to get it from Boots of Speed, Speed weapons, and so on. The Fighter 10/Wizard 10 gains next to nothing by being able to cast it. What's more, it's not a good choice for a fighter/mage's only buff (characters can't really afford more than one in-combat buff round).
Sorry, but it's not really sounding like you guys have a lot of experience with anything but very, very casual high-level play. I mean, consider this. You're up against a Balor or a CR 20 dragon. You spend your turn casting Haste. What does the Balor or Dragon do?
I'm also going to destroy your nonsensical pessimism, since you apparently elected not to read spell descriptions. Sorry, a bit hostile, but you basically dismissed out of hand the other poster, which was totally unfair.
I didn't dismiss him "out of hand", I dismissed him because those spells in no way make a Fighter 10/wizard 10 worthwhile. All of them together don't even get him the AB/damage a Fighter 20 would have.
Losing one round of combat to gain an extra attack for 10 rounds is a good trade. It is why haste is considered a prime 3rd level spell choice.
Fights don't last 10 rounds. Haste is considered a good spell at level 5, or even at level 10. It's not considered a good spell at level 20, when characters can have Boots of Speed (two pairs, even, are 20k, compared to the 760,000 gp WBL), Speed weapons, and so on.
Heroism would last 100 minutes for this character. Easily cast before combat. Greater Heroism (even better, with temp hp) would last 10 minutes. Less room for error, but still would last more than one battle.
100 minutes might mean two fights or it might mean one. The character would need to blow all of his spell slots to have it up constantly... all for +2 AB/damage. He'd have more AB and more damage as a straight-up fighter. These buffs don't get him to where a straight-up Fighter is. That's an important thing to note.
Also, by 20th level most creatures are Large or larger (less humanoids), so flanking should not really be an issue. Again, it is an array of options that DO stack if needed. Potentially +6 for charge/aid/flank if needed.
Flanking isn't an issue. Moving in to flank means you don't get a full attack that round.
Charging into a flanking position is not going to be consistently posibile. You can't count on that bonus. The fact that you have to says something--no one else does.This isn't "nonsensical pessimism". You didn't destroy it. A Fighter 20, who spends 0 rounds buffing, is much more dangerous than this fighter/wizaard. He's got feats (Greater WF/WS), he's got the weapon mastery whatsit, etc.
Also, black tentacles will affect someone: other ftr10/wiz10 NPCs. ;)
Anyways, Ftr9/Wiz11 is better.
Odd level of fighter? Fighter 8/Wiz 12 is better. Fighter 6/Wiz 14 is better. Heck, Wiz 20 is better. Or Fighter 20. Or Fighter 2/Wizard 8/Eldritch Knight 10, which is actually a solid "gish" (fighter/mage).
I don't know about you but Black Tentacles will effect a LOT of creatures even at CR 15 and above. Almost every medium Humanoid creature will be at risk of getting grappled, especially Wizards, Rogues, and Clerics of almost any level. Not everyone, especially NPC's can be warded with Freedom of Movement effects. A +18 grapple check isn't anything to sneeze at if you don't have a Full BAB. The variant Tentacle spells get even better by dealing energy damage!
A level 15 cleric has +11 to grapple from BAB alone, has a significant strength (since clerics are self-buffing meleers mostly), can cast Freedom of Movement, has buffs that enlarge him and boost his strength, etc.
Wizards can teleport around. A Rogue can escape easily with Escape Artist; one who can't beat Black Tentacles was never a threat in the first place.And +18 grapple won't beat any monster, and the monsters can get out of the Tentacles in umpteen ways.
Sorry, but the spell isn't very useful for a Fighter 10/Wizard 10. Or even for a pure Wizard, at level 15+.
While a Fighter 10/Sorcerer 10 might not be the optimal choice I would be very wary of a char that can potentially buff his Str through the roof, cast quickened True Strike and do a Power Attack, Devastating Blow, Spring Attack with a 4x weapon like a Scythe. Add in some WotC Splat Book cheese like Arcane Thesis, Easy Metamagic, Bounding Assault, "Bite of the" line of spells, ...(many many things more) and it gets really scary.
Spring Attack and Devastating Blow don't work together.Spring Attack gives an attack action, not a standard action.
That said, Devastating Blow is thoroughly broken and bad for the game. It has little to no bearing on how good a Fighter 10/Sorcerer 10 is.
Eldritch Knight exists for a reason. Later PrCs like Spellsword and Abjurant Champion exist for a reason.
| Mattastrophic |
Throwing in a bit of my own observations, from the perspective of my own high-level experiences; comments are inline.
mobs of lower-CR enemies are not a significant threat. They can't hurt you. It doesn't matter if you have to take a round or two more to finish mopping them up.
Effectiveness against CR-appropriate enemies--and enemies of CR = level+2 or 3, even--is vastly more important.
Agreed 100%. Your AC and saves should be high enough that low-CR enemies can't hurt you at all. Only if your DM finds a way to make them dangerous, (*recalls the multiple low-CR Tiefling Wizards with Dual Wand Wielder and Wands of Enervation*) should you spend any effort; just make sure you take them out really fast. (We were glad my tank-cleric friend chose Enervation as part of his Greater Spell Immunity setup. That, and Ray of Enfeeblement.)
Please don't use "it's roleplaying" to justify bad mechanical choices or to pretend that people who make good mechanical choices aren't roleplaying as well as you are. It's condescending and it's futile--roleplaying shouldn't require having to be worse mechanically. Someone whose concept is a fighter/wizard should not be punished mechanically for that.
Also agreed. Character Effectiveness and Roleplaying are two separate things. It's funny... to these types of people, I'm a good roleplayer because I'm currently running a Virtuoso, but then I become a bad roleplayer as soon as they see him in combat.
Sorry, but it's not really sounding like you guys have a lot of experience with anything but very, very casual high-level play. I mean, consider this. You're up against a Balor or a CR 20 dragon. You spend your turn casting Haste. What does the Balor or Dragon do?
Heh, I've been there... Move-Blasphemy, GAHH! Haste goes away around level 10. I don't even make time for Quickened Haste anymore (currently 15th), as Boots of Speed are expected at high level.
On that note, is it just me, or does anyone else think that Boots of Speed really should be a swift action to activate?
100 minutes might mean two fights or it might mean one. The character would need to blow all of his spell slots to have it [Heroism] up constantly... all for +2 AB/damage.
Actually, the Ftr/Wizard's prime asset is his long-term buff spells. Extended Heroism can last around five hours, and provides a +2 morale bonus to saves, which is really hard to find, barring the amazing Conviction. With a Lesser Extend Rod (3000gp) and a Pearl of Power III (9000gp), it can be up for the entire day. Total cost: 3rd-level slot, 12000gp. Pretty solid for +2 to saves alone.
Contingency, Greater Magic Weapon, Keen Edge, the Heart spells from Complete Mage, See Invisibility, Dragonskin, Energy Immunity, all contribute towards making the Ftr/Wizard really strong. And then you've got Arcane Strike. Hell, just being able to put up True Sight is a huge benefit.
What it really comes down to is which feats are available to you vs. which spells are made available to you by your DM. If your feat pool is amazing but your spell pool is tiny, Ftr might trump the Ftr/Wiz.
A Fighter 20, who spends 0 rounds buffing, is much more dangerous than this fighter/wizard. He's got feats (Greater WF/WS), he's got the weapon mastery whatsit, etc.
Maybe that Ftr10/Wizard10, but not your standard-fare Eldritch Knight, who's got more hit points, a higher attack bonus, better saves, a much higher initiative bonus, Quickened Dimensional Hop to get right next to the thing, and oh, look, his Contingent Wraithstrike just went off...
Sorry, but the spell [Evard's Black Tentacles] isn't very useful for a Fighter 10/Wizard 10. Or even for a pure Wizard, at level 15+.
Don't forget the standard-issue fly speed. I prefer Solid/Freezing Fog for that reason. If my one standard action costs two enemies even one round, that can be worth the cost. Really depends on the situation, though.
So in the end, LogicNinja, we're mostly in agreement, though I'm a bit more leaned toward the Ftr/Wiz in the Ftr/Wiz vs. Straight Fighter issue than you are.
-Matt
Jal Dorak
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Fighter/Wizard/Eldritch Knight represents the character concept just as well as Fighter/Wizard does--no, better, since it represents using both swordplay and magic.
Please don't use "it's roleplaying" to justify bad mechanical choices or to pretend that people who make good mechanical choices aren't roleplaying as well as you are. It's condescending and it's futile--roleplaying shouldn't require having to be worse mechanically. Someone whose concept is a fighter/wizard should not be punished mechanically for that.
Please don't use "everything needs to be mechanically considered" to dismiss people who don't CARE if their character is "underpowered" or "unfairly penalized". It's condesacending and it's futile - roleplaying does not require any consideration of mechanics except when it comes time to look up what numbers you have based on your decisions. Someone whose concept is a fighter/wizard should not feel rewarded for multiclassing.
Only Haste affects the whole party. By level 20, Haste isn't worth the action it takes to cast it: everyone who needs the bonus attack should be able to get it from Boots of Speed, Speed weapons, and so on. The Fighter 10/Wizard 10 gains next to nothing by being able to cast it. What's more, it's not a good choice for a fighter/mage's only buff (characters can't really afford more than one in-combat buff round).
Sorry, but it's not really sounding like you guys have a lot of experience with anything but very, very casual high-level play. I mean, consider this. You're up against a Balor or a CR 20 dragon. You spend your turn casting Haste. What does the Balor or Dragon do?
Haste isn't worth the action? Yes, much better to equip everyone in the party with an extra 12,000gp worth of gear rather than deign to cast one third level spell.
Sorry, but it's not really sounding like you have a lot of experience with anything but very, very limited number-crunching. The Dragon uses it's breath weapon since it is the best choice. The Balor uses firestorm or implosion and quickened telekinesis. What did that prove?
Fights don't last 10 rounds. Haste is considered a good spell at level 5, or even at level 10. It's not considered a good spell at level 20, when characters can have Boots of Speed (two pairs, even, are 20k, compared to the 760,000 gp WBL), Speed weapons, and so on.
You do realize that two pairs of Boots of Speed costs 24,000gp.
100 minutes might mean two fights or it might mean one. The character would need to blow all of his spell slots to have it up constantly... all for +2 AB/damage. He'd have more AB and more damage as a straight-up fighter. These buffs don't get him to where a straight-up Fighter is. That's an important thing to note.
I thought fights only lasted less than ten rounds? That would mean theoretically 100 fights in your only-look-at-the-rules world. Yes, the pure fighter would have more BAB/damage. But he doesn't want to play a pure fighter, he wants to cast fireballs and wear armor. And I have already shown that making up the 10 points of attack bonus between a Wizard and a Fighter is very easily accomplished with low-level (5th or lower) spells.
Flanking isn't an issue. Moving in to flank means you don't get a full attack that round.
Charging into a flanking position is not going to be consistently posibile. You can't count on that bonus. The fact that you have to says something--no one else does.This isn't "nonsensical pessimism". You didn't destroy it. A Fighter 20, who spends 0 rounds buffing, is much more dangerous than this fighter/wizaard. He's got feats (Greater WF/WS), he's got the weapon mastery whatsit, etc.
For some people, D&D isn't about how much damage you can do in a round. His gish can do things a level 20 fighter cannot.
I don't have any comments on your blakc tentacles remarks, as I don't know where you are getting your numbers from.
Jal Dorak
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Jal Dorak wrote:You do realize that two pairs of Boots of Speed costs 24,000gp. And having all members of the party use a standard action to activate is better than one spell from the wizard how?Boots of Speed take a free action to activate.
My mistake. I've corrected my original post.