
Wiggz |

It goes without saying that at 1st level a tyical Martial is infinitely more powerful than a typical Caster... and at 20th level a typical Caster is infinitely more powerful than a typical Martial - so where does the flip happen? Where is that 'sweet spot' where the two character's effectiveness are in sync?
For the sake of argument, let's compare a traditional Fighter to a traditional Wizard, since martial classes that can cast spells tend to blur the line a bit. In our campaigns we tend to be fairly low magic so the things casters can do are truly wonderous, but the mechanics of the game make them so tedious to play at lower levels that its almost impossible to do so and enjoy.
If Wizards (for instance) were given a single spell that could be used in combat every round as a standard action, something simple like a 30' ranged single target energy spell-like ability that deals 1d6 damage x the highest level spell they can cast... that would make them infinitely more useful and fun to play at lower levels without making them overpowered at higher levels. The version we're considering makes it 1d6 x the highest level spell available, meaning that as higher spells are cast, the Wizard's overall magic begins to wane in power as well. The point of this thread isn't really to reccomend a 'fix', but I thought I'd throw that out there.
The biggest disparity is in the late game, but don't you find that high level play tends to be pretty rare? PFS tops out at 12th, and even AP's usually cut off somewhere between 14th and 17th... so it seems like the lower level disparities are a more needed fix, wouldn't you say?

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Traditional fighters (straight-damage dealers) start falling off around 7? Properly built diverse fighters and monks can battlefield control and damage at a wizard level throughout the PFS series-levels; I can't really speak for high level campaigns (as I've never played above 14).
As far as damage, melees always stay above; wizards shine when you compare their ability to "save or effectively die" at high levels (in addition to the theorymath of infinite money and such that again I've never seen allowed).
So overall, I think melees and mages are fine. It's the skill-classes and partial-classes that are "behind the eight ball" (rogues, bards, inquisitors, and maguses); and the right maguses and bards aren't even too terrible.

Kyoni |

Personnally, I'd say when casters get 7th level spells they pull ahead.
Even worse with 8th and 9th level spells that ignore verisimilitude and break any law of physics there is.
Wish (+limited), Miracle, Time Stop, traveling to other planes like it's next-door, spells to create your own demiplanes, ... and quite a bunch more... this basically gives you the ability to tamper with "reality" damn close to godhood.

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This is a very subjective question. Many of my impressions were formed back when I was a newbie playing 1e/BECMI, so some of these transitions may be less stark than they used to be (imagine playing a 1st level wizard with random spells in your book, 1 first level slot[no bonus spells] and darts and that's all).
To me "equality" starts at level 5. The caster has enough spells to have some staying power, and interesting things like fly are coming online. The fighter still outdamages the wizard and survivability is about equivalent (wizard can become nigh invincible, but in short bursts, fighter's good AC and hps last all day).
I think casters start to pull ahead at level 9. Now, I'm not a proponent of "martials are terribad at high levels," but once things like teleport and raise dead are in play the utility of the pure combat warrior begins to lag. Fighters are still single traget damage kings though.
So I guess (after writing this) that I tend to look at caster longevity and out-of-combat utility when comparing these things.

aceDiamond |
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It seems to me that this gets complained about in theory more than in practice. In a higher level game I was in last semester, the martial classes on our team were doing about the same damage, if not more, than my sorcerer. Though we had a highly specialized pistolero gunslinger (who we found out later was squeezing in an extra three attacks per round via rule misunderstanding), a rogue who we splashed Greater Invisibility on liberally, and a barbarian who we Enlarged at the first sign of danger. I feel that I did more total damage, but it was to areas of effect as opposed to single targets, which the martial classes still decimated.

PhelanArcetus |

A lot of it depends on the encounters, really. Specifically, the number of encounters.
I'm playing in a 3.5 game where the casters solve pretty much everything. Why? Because we know that we'll face one (very hard) combat encounter per day, at most, and so they are able to invest a lot of spell slots in that fight. They can buff themselves, and the martials, have the necessary offensive spells, and still have enough resources to transport the party around and solve non-combat problems with magic. That's currently at 19th level, and the casters are regularly using two spells a round in combat, often plus some free actions granted by the spells they cast before combat began. Being able to go into almost every combat already buffed helps a lot as well; the casters rarely spend actions buffing during the fights.
There's a 6th level Pathfinder game I'm in where the casters can't do a whole lot other than combat with their spells, because we don't have enough resources available for that yet. Two decent fights will burn my wizard mostly dry, and I haven't yet built up a serious selection of utility spells.
In a 15th-level Pathfinder game, we regularly only have one encounter per day, but our arcane caster being a sorcerer means we do less problem-solving with his magic than if he were a wizard (at least a wizard played by that player). And more of the problems we face there can't just be solved with the application of magic.
Basically, the more the casters are able to use their highest level spells for whatever they want, rather than conserving them for a later encounter, and the less time they spend in combat casting support or buff spells, the more they're going to dominate.

Drachasor |
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When it hits depends on the relative system mastery of the players.
If someone player a caster has poor skill mastery and the martial players have decent mastery, you'll probably never notice a big difference. This is especially true with a Sorcerer, since with their limited knowns they are easy to mess up.
If you have everyone with poor mastery, then it will take longer to notice as well. Probably past 10th level.
If you have the casters with good or better mastery, then you can start noticing things at first level, and it will grow as levels advance. High mastery players will cast a game-changing spell the first round or two of combat at least. Certainly by 5th level they are doing things to a significant quantity of bad guys that martial characters can only dream about. Or they could make their own summons and basically avoid a lot of healing issues since you don't need to heal a summon -- and summons can be massively effective in combat.
High mastery martial characters can still remain effective, but the mastery cap is just so far below casters that this matters less than caster mastery, imho. That doesn't mean martial characters with high mastery are useless, but rather that they are just far more limited than casters, even at 5th or 7th or 9th level.

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In general I'd say equality hits around 3rd level spells, and martials are significantly behind when the casters get 5th level spells.
That said, I wouldn't ever say that martials are significantly ahead of casters, and certainly not infinitely. A 1st level caster can still end an encounter against several martials with only a single color spray.

DrDeth |
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In 3.5,with all supplements, it can be very early. But in PF, in PFS, I’d say it’s around level nine. From 5-8 is the sweet spot where both types are more or less equal.
Yes, even at the very high levels, a martial class can still out DPR a Spellcaster. But he depends somewhat on being boosted by a Spellcaster. Mind you, that’s the way it should be, since D&D is a game of teamwork.
As for your request, well, many Specialist Wizards and or Sorcs get a small attack, much like that which can be used 3+ Int bonus per day. They also get cantrips, which can be more useful than you think.
One of the features of D&D is that at the lower levels warriors are stronger, whilst at the highest levels, wizard become nigh all powerful (OTOH, few games get that high). That’s not a bug, it’s a feature. We shouldn’t try to get rid of it. What we should do is what PF did- make the “sweet spot’ more levels, and the levels that are played often.

Drachasor |
Yes, even at the very high levels, a martial class can still out DPR a Spellcaster. But he depends somewhat on being boosted by a Spellcaster. Mind you, that’s the way it should be, since D&D is a game of teamwork.
Not if the Spellcaster is built to do damage, or uses celestial summons.

Drachasor |
Let us not go down that road, eh?
Oh, I forgot we were letting Martials optimize as much as they want, but would ignore how effective a caster can be if they just take 2/3 feats or something similarly basic like that -- actually lots of ways to outdamage a martial.
Yes, martials can outdamage casters if the casters don't try.

Drachasor |
It depends on a lot of things, the players, and most especially the GM. If the GM is permissive with magic, the martial/caster flip happens early on. If he's properly strict and the players aren't out to break the game, it may never happen at all.
You mean if he's IMPOSSIBLY strict, arbitrary, or institutes a lot of house rules.
Doing a lot better than martials is quite easy and is a very straightforward applications of RAW AND RAI. You can't stop that without changing the rules from what they were intended to be or jumping through ridiculous hoops.

Drachasor |
Have to say I can't see the "flip" in my rounds. Yes the caster got more Dmg Potential but SR, Saves, Evasion etc. negate it so much that sometimes my Fighter with the big 2H Hammer (2d6 + 20 Dmg) simply outshined the caster dmg wise
Some spells don't allow SR (and SR can be overcome with feats/abilities), plenty don't allow Evasion, you target weak saves (and the best are ones that work well even on a successful save), and Summons ignore all of those issues.

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LazarX wrote:It depends on a lot of things, the players, and most especially the GM. If the GM is permissive with magic, the martial/caster flip happens early on. If he's properly strict and the players aren't out to break the game, it may never happen at all.You mean if he's IMPOSSIBLY strict, arbitrary, or institutes a lot of house rules.
Doing a lot better than martials is quite easy and is a very straightforward applications of RAW AND RAI. You can't stop that without changing the rules from what they were intended to be or jumping through ridiculous hoops.
One man's "impossibly strict" is another's "cruel but fair". If not letting created characters use all of their pre-generated wealth for crafting, If making one additional step to item crafting to keep some semblance of control of magic item creation, if I make a minor change to a spell like Simulacrum to prevent it from being utterly game breaking, if imposing realistic limits on magic based get rich quick schemes that rely on rules manipulation more than sense make me "IMPOSSIBLY strict and arbitrary, so be it.
I'm a strong believer in the overriding principle that the campaign doesn't serve the rules, it's the other way around. And while part of the GM's job is to keep players from destroying the campaign, it's also his job to make sure the rules don't do it either.
In the end, the ultimate decider of that are the players who either play at your table, or leave to go somewhere else.

Josh M. |

I've played in a campaign that went to 30th level, and the Fighter-types in the party were holding up just fine. They were lacking a bit in options compared to the casters(obviously), but as for actual in-game mileage, the players were still kicking butt and having fun.
I think the "flip" happens, when full casters start getting spells that manipulate reality and can last all day, probably when the group is around 9th level maybe.

Drachasor |
One man's "impossibly strict" is another's "cruel but fair". If not letting created characters use all of their pre-generated wealth for crafting, If making one additional step to item crafting to keep some semblance of control of magic item creation, if I make a minor change to a spell like Simulacrum to prevent it from being utterly game breaking, if imposing realistic limits on magic based get rich quick schemes that rely on rules manipulation more than sense make me "IMPOSSIBLY strict and arbitrary, so be it.
Item Crafting and Simulacrum are GRAAAAVY. It's not remotely necessary.
The meat and potatoes is other stuff that's completely clear and normal. It is trivially easy to outdo martial characters in PF. Heck, PF made Monster Summoning better -- improved templates AND they upped the power of the lists.
You seem to be involved in another discussion altogether, or you don't really get why casters are powerful.

Adamantine Dragon |
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Not sure I completely accept the premise here, but for the sake of participation, I'll play.
First it's not as clear as crossing a line where the casters suddenly overshadow the martials. There's more than one line being crossed here.
Around level 5 most casters cross a line where they become able to dominate at least a single encounter per day. But the martial characters still are more effective overall throughout the day, and a poorly played caster might blow their limited spells such that they don't have them when they need them.
Around level 9 or so casters are able to dominate most, if not all, encounters the party has. However, at this level usually the most effective way to do that is with buffs, enhancements and healing that allow the martial characters to still shine.
Around level 13 casters can pretty much become the whole game.
I tend to prefer playing somewhere between level 5 and level 13, and that's not coincidental.

Thomas Long 175 |
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A smart caster will about equal a martial in the early levels.
Later he simply begins to do things that martials cannot. I'd say the absolute latest where casters pull severely ahead is level 5 spells. At this point you start getting spells that martials can't get access to unless they buy rods because wands wont go that high. The sheer cost of such a thing really pushes them out.
In terms of damage a well built martial will always win out. In terms of raw campaign affecting power and versatility casters win out with the ability to copy themselves, bring back the dead, alter reality, and move freely across huge expanses of terrain.

Kalanth |

I have always said about 10th level the switch happens. A non-optimal melee build will start to fall off a bit early, but assuming the character is built to be optimal (not min/maxed, just a really solid character) then they will find that the switch gets flipped around this level. This is where the big guns start to fall and the crazy manipulation of the battlefield starts to happen. Without a competent caster in the group then the part will find themselves at a severe disadvantage against even the most basic of casters from this point on as well.

Democratus |
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Much of this also depends on the play style. If you typically use the "15-minute work day" where the party has a single encounter and then rests to replenish - the flip happens somewhere between 4th and 5th level spells.
If you keep the pressure on a party and they fight all day the flip happens much later or not at all.

Thomas Long 175 |
Thomas Long 175 wrote:A smart caster will about equal a martial in the early levels.Yeah, that's not true.
A good wizard can have 5 casts per day at level 1, one of which does not have to be prepared. Considering spells such as color spray or sleep will obliterate entire encounters (you can easily be looking at saves of 16+ for single HD creatures) a smart caster can decimate an entire encounter at level 1 with a single spell.
The expected number of encounters per day should be around 4 but in the time I've played PFS or run their modules or campaigns I actually find that they have maybe 3 combats per day, usually 2.
Yeah a good caster can equal a martial at level 1. You just have to know how to play them.

oynaz |
In my opinion, wizards and witches begin to out perform martials already at level 3 when they get 2nd level spells. Luckily, they mostly do so by supporting the party so everyone is having fun, but martials will have trouble matching the usefulness of Create Pit, Glitter dust, or summoning a Light Archon.

Evil Lincoln |

I'm not so sure it does go without saying.
At all levels, Martial characters are equipped for some roles, casters for others. At higher levels, it becomes possible for a well-planned caster to fill or obviate martial roles, because the caster role is based around crazy utility, and the martial role isn't.
So, I'm not sure a flip is the right way to characterize it.
To take a swat at the question anyway, it varies with the system mastery of the players involved. A really intense wizard player knows which low-level spells will outright win fights quickly. That can happen at level one. The same player can get a lot out of a fighter in early levels. (finish the post before you accuse me of Schroedinger's Wizard, please)
So... with a high level of system knowledge, the "flip" starts are 1st, and gets worse from there.
A GM who is actively managing class balance in his campaign (encounter prep, not house rules) will seriously decrease this disparity. Mainly by organically preventing the caster from preparing for every eventuality, and forcing the occasional setback. Such is life.

Drachasor |
Drachasor: Your opinion is clear. Your statements have some merit, so why keep justifying them? Just think, "That guy is so wrong!" and move on. I'm curious to hear what other folks have to say.
Sometimes it is necessary for the sake of clarity. For example, when someone goes off on an unrelated tangent and implies that is what you are talking about, then it can confuse the good reader.
A.D.'s comment makes me wonder what high-level Pathfinder would feel like if you elided all spells of, say, 6th-9th level but left the higher-level spell slots available for spellcasters to use for metamagic. I may have to try a high-level adventure with that rule and see how different things look.
With Heighten spell (which should become free under such a system) and Intensify things wouldn't really change all that much. Summons would become useless after a couple levels though, so you'd have to make do with other means of damage. The polymorph spells would become utility-only. A number of important party defenses would be gone, which could hurt everyone at higher levels. There are still a large number of powerful effects available at 5th level and below though, so overall I think casters would be fine. Damage would be perfectly fine.
Overall though it would not change the fact that casters have tons more options than non-casters, and the power disparity would still be there. Casters could still handle creatures with SR without too much hardship with the right feats. Magic Immunes would pose a bigger problem, but far from insurmountable (dropping stuff on them would still largely work, for instance, and there are some no SR spells that would work).
This also eliminates a ton of spells that aren't a problem, and keeps many that are.
While toning casters down is part of the problem an equal part is the fact that non-casters just aren't all that versatile. They need to be boosted up as much as the high-end classes need to be taken down a notch.

The Crusader |

So, my rationale: Suppose my group consisted of a fighter, rogue, cleric, and wizard. Further we are walking along when suddenly we are transported into a giant arena where we are staring down four identical dopplegangers of ourselves that we immediately know we must defeat. No surprise round.
At what level would "kill the wizard first, at all costs!" seem like an absolute (remember, my group knows exactly what our mirrors are capable of)???
For me, it's fifth. Third level spells are where the breakpoint is.

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Every level is "kill the spellcasters" because they are force multipliers for everyone else.
It's also a logical move because if you have the drop on them, the fighter will charge and has a good chance of dropping the wizard in one blow. Has nothing to do with the power of the wizard,it's just good tactics.

Wind Chime |
The earliest encounter changing spell I noticed were Create Pit,web and glitterdust.
Stinking Cloud at level 3 can be an encounter winner
Dazing Stone Call at level 3-4 can also be an encounter winner (right traits).
So probably the turning point is third level spells so 5-6.
So, my rationale: Suppose my group consisted of a fighter, rogue, cleric, and wizard. Further we are walking along when suddenly we are transported into a giant arena where we are staring down four identical dopplegangers of ourselves that we immediately know we must defeat. No surprise round.
At what level would "kill the wizard first, at all costs!" seem like an absolute (remember, my group knows exactly what our mirrors are capable of)???
For me, it's fifth. Third level spells are where the breakpoint is.
Well by the time we get to dominate person territory you will definitely need to take out the wizard first (fighter will saves lol).

Adamantine Dragon |

Every level is "kill the spellcasters" because they are force multipliers for everyone else.
It's also a logical move because if you have the drop on them, the fighter will charge and has a good chance of dropping the wizard in one blow. Has nothing to do with the power of the wizard,it's just good tactics.
I don't see this as "kill the spellcasters", I see this as "neutralize the spellcasters so we can kill the real threats!"
At low levels spellcasters can be fairly easy to neutralize.

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So, my rationale: Suppose my group consisted of a fighter, rogue, cleric, and wizard. Further we are walking along when suddenly we are transported into a giant arena where we are staring down four identical dopplegangers of ourselves that we immediately know we must defeat. No surprise round.
At what level would "kill the wizard first, at all costs!" seem like an absolute (remember, my group knows exactly what our mirrors are capable of)???
For me, it's fifth. Third level spells are where the breakpoint is.
That's an interesting way of looking at it and I like that approach.
Let's pretend, for a moment, that not everyone in the party got teleported, and further that not everyone in the party got cloned. Which team do you think has a better chance of winning:
Rogue, Cleric, Wizard
vs.
Fighter, Rogue, Cleric
And how much of it is build dependent?

Drachasor |
LazarX wrote:Every level is "kill the spellcasters" because they are force multipliers for everyone else.
It's also a logical move because if you have the drop on them, the fighter will charge and has a good chance of dropping the wizard in one blow. Has nothing to do with the power of the wizard,it's just good tactics.
I don't see this as "kill the spellcasters", I see this as "neutralize the spellcasters so we can kill the real threats!"
At low levels spellcasters can be fairly easy to neutralize.
At all levels they are potentially capable of neutralizing the party, however. That makes them a bigger threat than non-casters.

Evil Lincoln |
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Rogue, Cleric, Wizardvs.
Fighter, Rogue, Cleric
Wow. I gotta think about that one.
I think it depends on initiative and how "sticky" the fighter is.
If the fighter has Step Up, that might actually decide the fight.
But... what do I know? Great question. Anyone want to bust out Conflict PVP and settle this (a few times)?

Drachasor |
That's an interesting way of looking at it and I like that approach.
Let's pretend, for a moment, that not everyone in the party got teleported, and further that not everyone in the party got cloned. Which team do you think has a better chance of winning:
Rogue, Cleric, Wizard
vs.
Fighter, Rogue, Cleric
And how much of it is build dependent?
It probably depends on the level, but the side with the wizard has the advantage generally.
That said, it also highly depends on how well built the characters are. Making a bad wizard, bad fighter, or bad rogue is quite easy. Making a bad cleric is less so, but picking bad spells to prepare is not.

gustavo iglesias |

The Crusader wrote:So, my rationale: Suppose my group consisted of a fighter, rogue, cleric, and wizard. Further we are walking along when suddenly we are transported into a giant arena where we are staring down four identical dopplegangers of ourselves that we immediately know we must defeat. No surprise round.
At what level would "kill the wizard first, at all costs!" seem like an absolute (remember, my group knows exactly what our mirrors are capable of)???
For me, it's fifth. Third level spells are where the breakpoint is.
That's an interesting way of looking at it and I like that approach.
Let's pretend, for a moment, that not everyone in the party got teleported, and further that not everyone in the party got cloned. Which team do you think has a better chance of winning:
Rogue, Cleric, Wizard
vs.
Fighter, Rogue, Cleric
And how much of it is build dependent?
ypu should take out the wizard. Not only because he is powerful, but because he is fragile.
In videogames with pvp, going against the fighty guy is a mistake, because normally he is tough.
Let's suppose for a moment that both the fighter and the wizard do comparable offensive output. Would you rather miss half your attacks vs full plate and big hp, or take down the low AC mage?

Thomas Long 175 |
pu should take out the wizard. Not only because he is powerful, but because he is fragile.
In videogames with pvp, going against the fighty guy is a mistake, because normally he is tough.
Let's suppose for a moment that both the fighter and the wizard do comparable offensive output. Would you rather miss half your attacks vs full plate and big hp, or take down the low AC mage?
It's how it works in MMO's too. Even if every squishy does slightly less damage it'll take a significant amount less time to bring them down. And when all the squishies are dead you just focus fire the fighter down because he doesn't have the action economy to bring someone down through multiple people's cc, healing, and damage.
We all know how well 1 vs party battles go. And that's effectively what it is when all the squishies are gone.

gustavo iglesias |

The low level caster can still cast encounter ending spells like Color Spray, Sleep, and Grease, as well as spam the Daze cantrip.
But only a couple times per day. It's a difference compared to a 10+ level wizard, which can do it pretty much every time they have an encounter, due to quadratic power

Thomas Long 175 |
Petty Alchemy wrote:The low level caster can still cast encounter ending spells like Color Spray, Sleep, and Grease, as well as spam the Daze cantrip.But only a couple times per day. It's a difference compared to a 10+ level wizard, which can do it pretty much every time they have an encounter, due to quadratic power
As I already pointed out, a level 1 wizard can have as many as 5 spells per day. It is never "just a couple"