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Given the wizard can buy new spells easily this isn't a real issue.
If we use item purchase rules you've got to ban a huge amount of wizard stuff which proves my point BEFORE we even start. Crafting alone shows power that dwarfs the fighter. Basically if you have to ban anything from the wizard it's overpowered. The more you need to ban the more overpowered it really is.
Only assumptions to the above are
1: It's just you.
2: You get Wealth by level.Every further rule required is just more proof of my point on the wizard. You're going to have to cripple the wizard for it only to be "Just better" instead of embarrassing the caster.
?
the real issue is knowing the challenges before spells are chosen is unfair in favor of the wizard. spells and daily spell loadouts should be chosen without knowing what the challenges will be.

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Marthkus wrote:Cool, you killed the guy you're standing next to.Claxon wrote:Massive Damage?Shimesen wrote:Perhaps, but martials don't even have a chance at pulling something like this off. Even if they have a +50 attack and damage modifier.Claxon wrote:IF is a strong word...that spell could also end up doing nothing because ALL the bad guys made their saves....Spells are how spell casters are better. Wish or Miracle for example. Or Mass Suffocation.
Martial characters can do more damage to a single target than spell casters. Spell casters can kill everyone with a single high level spell if they fail a save.
i guess no one ever heard of whirlwind attack...

Undone |
Undone wrote:Given the wizard can buy new spells easily this isn't a real issue.
If we use item purchase rules you've got to ban a huge amount of wizard stuff which proves my point BEFORE we even start. Crafting alone shows power that dwarfs the fighter. Basically if you have to ban anything from the wizard it's overpowered. The more you need to ban the more overpowered it really is.
Only assumptions to the above are
1: It's just you.
2: You get Wealth by level.Every further rule required is just more proof of my point on the wizard. You're going to have to cripple the wizard for it only to be "Just better" instead of embarrassing the caster.
?
the real issue is knowing the challenges before spells are chosen is unfair in favor of the wizard. spells and daily spell loadouts should be chosen without knowing what the challenges will be.
The challenges factor into that. Some are instant threats (The bandits/dragon will attack tonight.) others allow the wizard to swap spells BECAUSE they know it's coming. Needing to assault a continent of undead or another plane tends to allow for more time than "The village is under attack". If you disagree with the specific challenges (I Tried to create general level appropriate challenges of these I've actually PLAYED most of these at each of the levels save the 20 list which was admittedly harder to make.)
The whole "The wizard can spell swap" is unfair is part of the point. You need to build the level at 5 then take the same build to level 10, 15, and 20. That's part of the wizards power. You're, just like I said you'd have to, crippling a major wizard class feature to increase the chances that the fighter might have a tiny chance of being equal.

EWHM |
Whirlwind attack is a good feat only if most of these are true:
You normally use a reach weapon
You normally get enlarged
You have lunge
Your party specializes more in area damage than in single-attack damage---in the language of MMOs, you're more of a AE/PBAE group than a Mez/Assist group.
If most of those aren't true Whirlwind attack is pretty lame and overpriced. If on the other hand you're doing a massive AE in a party that is simpatico with that kind of thing its pretty nice.

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until you realize that the martial has a 20 foot reach and he hits just about every mook in the aoe with his "better then a fireball" damage. and depending on the build dazes or adds any number of other awesome secondary effects.
5 feats for whirlwind? my mobile fighter gets to do it as a standard action i with out needing to waste any feats. But since i do have a bunch of extra feat slots for my character im still getting to do whirlwind attack every round as a standard action, which isn't a waste of a 4 feats at all.

Kirth Gersen |

the real issue is knowing the challenges before spells are chosen is unfair in favor of the wizard. spells and daily spell loadouts should be chosen without knowing what the challenges will be.
For a lot of them, I agree -- any cases where the bad guy has nondetection or private sanctum up, or that involves a very tight timetable.
But the greatest strength of the wizard -- the one that all the nay-sayers always blow off and ignore -- is that given any prep time at all she can use divination to find out what to expect, and then load her spells accordingly. So in many scenarios, pretending the wizard won't know what to expect is, in fact, nerfing the wizard right out of the gate.
And at least one scenario should involve use of false vision, so we can see how the wizard does if prepared for the wrong scenario!

Undone |
I actually agree with the non detection/anti scrying stuff which the major intelligent enemies WILL HAVE! The dragon, the lich, the cult, will all have non detection and varying degrees of self defense buffs. While others such as the demon invasion might have some non detected areas but some will definitely be visible (The size is just too large) same with the army. The leaders will be protected from scrying but you should be able to find thousands of troops easily.

Kirth Gersen |

I actually agree with the non detection/anti scrying stuff which the major intelligent enemies WILL HAVE!
You still have the time thing, though. If the caster fails to scry you right now, they just try again later. And unless you have access to mind blank, the caster can still use vision or contact other plane to find out what he/she needs to know, despite all the anti-scrying stuff you'd care to name.

meatrace |

5 feats for whirlwind? my mobile fighter gets to do it as a standard action i with out needing to waste any feats. But since i do have a bunch of extra feat slots for my character im still getting to do whirlwind attack every round as a standard action, which isn't a waste of a 4 feats at all.
No, your Mobile Fighter gets to use it as a standard action IF he blows the feats:
Whirlwind Blitz (Ex): At 20th level, a mobile fighter can make a full-attack action as a standard action. He may also use the Whirlwind Attack feat as a standard action. This ability replaces weapon mastery.
Note it doesn't say you gain Whirlwind Attack.
Also this is at level 20 well beyond where most campaigns end and at the point where casters can just wish you away.

Undone |
Undone wrote:I actually agree with the non detection/anti scrying stuff which the major intelligent enemies WILL HAVE!You still have the time thing, though. If the caster fails to scry you right now, they just try again later. And unless you have access to mind blank, the caster can still use vision or contact other plane to find out what he/she needs to know, despite all the anti-scrying stuff you'd care to name.
For most I agree there IS a window where these will not be up but for some of those situations it should be noted it will stop the wizard.
Using the above examples the lich would not be able to be directly scryed on. Non detection, an area warded against teleportation, mind blank, exct. If forced to enter the building naturally the lich will be prepared as well as the players.
Using the above examples scrying on the cultists would result in a will save from the caster and then fail. Potentially will save vs insanity depending on how many strange creatures the cultists are serving.
I'm not going to stat out 12 adventures for this thread, that said consider the intelligent enemies and large numbered enemies different. Consider individual threats like the dragon drastically different.
Each of these encounters represents ligament adventures. If you need to make exceptions you've proved the point. If you need to make house rules you've proved the point.

Jakynth |

Seems to me that the only thing the poster knows how to talk about is DPR and how martial classes do it better than casters...congratulations they do...thats all they do...because thats all they can do. You can't compare a wizards DPR to a fighters because they aren't in the same category of play and in the same regards you can't compare a barbarians healing ability to that of a clerics.
What you can do though is take what the martial classes can do...all of their options all of their class features and feats and damage output and see how that effects dnd and then compare that to the spells of a full caster...
If you've played enough good solid d&d and have played the game for 10 plus years such as myself then you know without a shadow of a doubt that 9 times out of 10 the caster is superior.

Undone |
If you've played enough good solid d&d and have played the game for 10 plus years such as myself then you know without a shadow of a doubt that 9 times out of 10 the caster is superior.
This is the truth but it should be noted partial casters which are more evened out early and weaker later are fine.
All full casters + The summoner are able to solve problems in a huge number of ways and retain as much raw power as enough DPR to kill something.
All casters that gain 6th level magic are good but not superb.
All casters that gain 4th level magic are weaker but still better than the fighter/barb.

Marthkus |

Seems to me that the only thing the poster knows how to talk about is DPR and how martial classes do it better than casters...congratulations they do...thats all they do...because thats all they can do. You can't compare a wizards DPR to a fighters because they aren't in the same category of play and in the same regards you can't compare a barbarians healing ability to that of a clerics.
What you can do though is take what the martial classes can do...all of their options all of their class features and feats and damage output and see how that effects dnd and then compare that to the spells of a full caster...
If you've played enough good solid d&d and have played the game for 10 plus years such as myself then you know without a shadow of a doubt that 9 times out of 10 the caster is superior.
Martial DPR is what casters are trying to set up. Casters play support allowing the martial to quickly kill most enemies.
Summons and companions just don't cut the mustard. My caster doesn't want to waste spells doing sub-par damage. Let the mortals deal in such trifles.
As a martial you get to do all the killing, which is fun.
The caster gets to stroke his ego while the martial satisfies his bloodlust.

mplindustries |
3 people marked this as a favorite. |

My caster doesn't want to waste spells doing sub-par damage. Let the mortals deal in such trifles.
As a martial you get to do all the killing, which is fun.
Yes, I definitely want to play the guy who does the job the caster feels is a waste of his time. I feel awesome doing that for sure.
Next, we'll play the modern version, CEOs & Custodians. C&C is lots of fun for the Custodians because they get to take out the trash and clean the toilets and stuff. I mean, really, isn't building the company up just set up for the Custodians to clean it? <_<

mplindustries |

It's more like CEOs and hitmen.
Some people like getting their hands dirty rather than mess around with a lot of paperwork.
Oh, I think Custodians get rather dirty hands in their line of work.
The problem with your analogy is that it shows you're arguing something totally different than the rest of us.
The issue is that Paperwork gets more done than getting dirty does. Maybe you don't like paperwork, but that doesn't mean it's any less powerful of a tool.
I mean, I personally dislike guns, but that doesn't mean I think it's better to carry a knife than a gun--that's crazy talk.
What is fun and what is more powerful have nothing to do with each other.

Lumiere Dawnbringer |
1 person marked this as a favorite. |

Marthkus wrote:It's more like CEOs and hitmen.
Some people like getting their hands dirty rather than mess around with a lot of paperwork.
Oh, I think Custodians get rather dirty hands in their line of work.
The problem with your analogy is that it shows you're arguing something totally different than the rest of us.
The issue is that Paperwork gets more done than getting dirty does. Maybe you don't like paperwork, but that doesn't mean it's any less powerful of a tool.
I mean, I personally dislike guns, but that doesn't mean I think it's better to carry a knife than a gun--that's crazy talk.
What is fun and what is more powerful have nothing to do with each other.
his arrival cannot be interrupted
we both have our actions off the bat
the martial PC won't backstab me after an expired planar binding
the martial PC doesn't dissapear after a few rounds
the martial PC doesn't cost a spell slot
the martial PC is more reasonable to make contracts with
maintain his hit point totals somehow
buff him as needed
provide him a discounted crafted magical item here and there
betray me when the planar binding ends
refuse me service a second time
require some ridiculous compensation
possess a level of arrogance the martial PC lacks
it only lasts a single encounter at most
it is easily interruptable
it costs a spell slot
it costs a full round
it still doesn't do as well at damage as a level appropriate martial PC unless i blow a bunch of feats.

Undone |
arent casters not better if you run against things that are magic immune? Like Golems
So hypothetical golem exists.
Hypothetical wizard realizes he has overland flight cast on him and laughs as he ascends.
<Insert 10 foot by 10 foot corridor argument>
Drop 1d3+1 summons between you and it as a standard action thanks to academic graduate.
Black tentacles. (Not immune to SR no spells)
pit spells
conjuration... the entire school.
Exct
Wizards weaknesses are more like "This monster is immune to 20 spells!"
Of course the wizard says "You sure you counted right bub? I've got 21 left!" Casts hungry pit /evil laugh.

Marthkus |

buddahcjcc wrote:arent casters not better if you run against things that are magic immune? Like GolemsWell, golems are not magic inmune. See glitterdust or create pit for example. reverse gravity totally destroy a golem encounter.
Last time I checked none of those spells did damage... Destroy seems like the wrong word here.

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at the end of the day, the most powerful abilities are those that get more people to help you. leadership, gold for NPC hirelings, trained animals, or PC party members. these are force multipliers that work outside the usual limitations of per-day resources.
the most powerful caster, is the one with the support of a good team.
now, a lv 7+ caster with a martial cohort... is quite dangerous. because he can buff his cohort, and make them more deadly yet. one little feat and you get your own pet martial to keep you safe.
casters are better, because they can be straight dpr(like an archer), or they can do more and be force multipliers that make the entire team twice as deadly.
at level one, a wizard can cast grease, and prone an enemy (reflex 16 to avoid) for the rogue to sneak, while making part of the battlefield hazardous for the enemy. or he can cast color spray and shut down a group of enemies for several rounds(will 16, each). there are lots of AOE options to force the enemy to save or suck, against a decent DC for that level.
the cleric is in melee, and he is healing the fighter, keeping his team alive. the druid is healing or summoning, and has a companion to outnumber the enemy.
the fighter? well, he needs healing and support to survive. a fighter who stands alone is going to be flanked, and eventually fall to his wounds. get a bunch of fighters, and you have a force that is better on a linear scale. you need a diverse group to get an exponential scale of force.

Nicos |
Nicos wrote:Last time I checked none of those spells did damage... Destroy seems like the wrong word here.buddahcjcc wrote:arent casters not better if you run against things that are magic immune? Like GolemsWell, golems are not magic inmune. See glitterdust or create pit for example. reverse gravity totally destroy a golem encounter.
It do not have to do damage. One of those spells make a dificult encounter for a martial (high AC, DR, DPR) into a longbow practice.
If your idea of having fun with a martial is to hit thing that can not defend themself, then I can see that you do not have problem with it.
By the way A bunch of lantern archon bypass any DR.

Marthkus |

Marthkus wrote:Nicos wrote:Last time I checked none of those spells did damage... Destroy seems like the wrong word here.buddahcjcc wrote:arent casters not better if you run against things that are magic immune? Like GolemsWell, golems are not magic inmune. See glitterdust or create pit for example. reverse gravity totally destroy a golem encounter.It do not have to do damage. One of those spells make a dificult encounter for a martial (high AC, DR, DPR) into a longbow practice.
If your idea of having fun with a martial is to hit thing that can not defend themself, then I can see that you do not have problem with it.
By the way A bunch of lantern archon bypass any DR.
Like I said. Casters stroke their egos while martials do all the real work. It's a good system. Everyone is happy.

Nicos |
2 people marked this as a favorite. |
Party of 4 wizards.
Dies.
Party of 4 fighters
Dies.
*Barring extreme DM fiat
It's like the game is balanced or something...
Party of 4 wizard do not die. With just reverse gravity the golem is not longer a thread, a couple of summon monsters and a couple of raounds later the golem is dead.
or they can just fly away for the golem, I am pretty sure that there a re aot of solution that remove the golem without killing it.
The 4 fighter/martials have to fight the fight, the wizards do not.

Nicos |
Nicos wrote:Like I said. Casters stroke their egos while martials do all the real work. It's a good system. Everyone is happy.Marthkus wrote:Nicos wrote:Last time I checked none of those spells did damage... Destroy seems like the wrong word here.buddahcjcc wrote:arent casters not better if you run against things that are magic immune? Like GolemsWell, golems are not magic inmune. See glitterdust or create pit for example. reverse gravity totally destroy a golem encounter.It do not have to do damage. One of those spells make a dificult encounter for a martial (high AC, DR, DPR) into a longbow practice.
If your idea of having fun with a martial is to hit thing that can not defend themself, then I can see that you do not have problem with it.
By the way A bunch of lantern archon bypass any DR.
Hardly the real work, instead of an epic battle they have a practice against a disabled opponet, yeah hilariously fun.

Lumiere Dawnbringer |

Marthkus wrote:Party of 4 wizards.
Dies.
Party of 4 fighters
Dies.
*Barring extreme DM fiat
It's like the game is balanced or something...
Party of 4 wizard do not die. With just reverse gravity the golem is not longer a thread, a couple of summon monsters and a couple of raounds later the golem is dead.
or they can just fly away for the golem, I am pretty sure that there a re aot of solution that remove the golem without killing it.
The 4 fighter/martials have to fight the fight, the wizards do not.
so you waste a precious 7th level spell to remove one monster
at 13th level
i doubt that wizard has more than 1 copy of reverse gravity per day
but by screwing the golem, you screw all of your non-flying allies

Lumiere Dawnbringer |

Marthkus wrote:Hardly the real work, instead of an epic battle they have a practice against a disabled opponet, yeah hilariously fun.Nicos wrote:Like I said. Casters stroke their egos while martials do all the real work. It's a good system. Everyone is happy.Marthkus wrote:Nicos wrote:Last time I checked none of those spells did damage... Destroy seems like the wrong word here.buddahcjcc wrote:arent casters not better if you run against things that are magic immune? Like GolemsWell, golems are not magic inmune. See glitterdust or create pit for example. reverse gravity totally destroy a golem encounter.It do not have to do damage. One of those spells make a dificult encounter for a martial (high AC, DR, DPR) into a longbow practice.
If your idea of having fun with a martial is to hit thing that can not defend themself, then I can see that you do not have problem with it.
By the way A bunch of lantern archon bypass any DR.
that is the whole point of the majority of wizard builds
you use a handful of spells that use one of the following 2 methods to gain a massive advantage
makes your allies into MK walkers and have them Roflstomp your foes
or you turn all your foes into Dan Hibiki and have your allies slaughter them in their moment of incompetence

Nicos |
Nicos wrote:Marthkus wrote:Hardly the real work, instead of an epic battle they have a practice against a disabled opponet, yeah hilariously fun.Nicos wrote:Like I said. Casters stroke their egos while martials do all the real work. It's a good system. Everyone is happy.Marthkus wrote:Nicos wrote:Last time I checked none of those spells did damage... Destroy seems like the wrong word here.buddahcjcc wrote:arent casters not better if you run against things that are magic immune? Like GolemsWell, golems are not magic inmune. See glitterdust or create pit for example. reverse gravity totally destroy a golem encounter.It do not have to do damage. One of those spells make a dificult encounter for a martial (high AC, DR, DPR) into a longbow practice.
If your idea of having fun with a martial is to hit thing that can not defend themself, then I can see that you do not have problem with it.
By the way A bunch of lantern archon bypass any DR.
that is the whole point of the majority of wizard builds
you use a handful of spells that use one of the following 2 methods to gain a massive advantage
makes your allies into MK walkers and have them Roflstomp your foes
or you turn all your foes into Dan Hibiki and have your allies slaughter them in their moment of incompetence
That might be balanced against enemies with some sort of resistance, SR, good saves, some resistances and inmunities. But golems are pretty much defenseless agaisnt certain form of magic.
For example the CR 16 behemot golem have reflex saves +6...+6!, With only a grease spell the golem is disabled.
Golem should be inmune to grease, glitterust and definitely they shoudl be inmune to things like snowball and acid arrow.

mplindustries |
1 person marked this as a favorite. |

all i need to do to maintain the Martial PC's allegiance is:
maintain his hit point totals somehowbuff him as needed
provide him a discounted crafted magical item here and there
And give him an equal share of the loot. There's no way a planar binding costs more money than 1/4 of all loot forever. :P
Kidding aside, nobody suggested that nobody be the martial. Just because cleaning toilets sucks doesn't mean that nobody has to do it. We need people to scrub the sewers, clean up roadkill, and manually impregnate cows or whatever just as much as we need lawyers, bankers, and first chair violinists, but simply needing the work to be done does not make the world fair or balanced.
Last time I checked none of those spells did damage... Destroy seems like the wrong word here.
Yes, someone has to beat the monster's hit points to zero. So? Anyone could do that. A cleric might not hit the same as a fighter, but he still hits adequately. If the enemy is blind, restrained, and confused, who cares about DPS at that point?
The game is not balanced just because the Fighter does the most melee damage. Damage is not the main show, it's the dirty clean up after the caster wins the fight.
Party of 4 wizards.
Dies.
Party of 4 fighters
Dies.
*Barring extreme DM fiat
It's like the game is balanced or something...
It is not balanced, because first, I don't believe a party of 4 wizards would necessarily die if they planned and built their characters to compensate for that, especially if they got to start at a higher level. A party of 4 fighters, though, does die pretty fast around mid level. They're not even capable of participating in some activities without magical help, after all.
But here's the thing, while a party of 4 wizards may die more than a party with a Fighter, a Cleric, a Rogue, and a Wizard, a party of Wizard, Druid, Cleric, and Sorcerer definitely won't. They'll generally outperform the party with martials consistently, in everything except maybe DPS, which is mostly irrelevant.
Or how about an Alchemist, Inquisitor, Bard, Magus. Partial casters are pretty awesome, too, compared to martials. Parties where everyone can cast spells are better than those where not everyone can, because spells are better than everything else. You just can't get around that, it's impossible.
You can like being a Fighter more, but you can't suggest fighting is more useful overall than spells.
Like I said. Casters stroke their egos while martials do all the real work. It's a good system. Everyone is happy.
No, not everyone is happpy. The Martial doing the "real work" is not happy unless he enjoys butcher's work. The caster makes the fight a joke, which minimizes the Martial's contribution.
Would you really feel accomplished if you beat Michael Jordan in a free throw contest, but for every shot, you got to stand on a ladder within reach of the basket and he had both of his hands tied behind his back?
I love the idea of playing martials, and I love to do so in every version of D&D except 3rd (and by extension Pathfinder). I never felt like I was playing caddy in 2e--you need a martial in that game, no ifs ands or buts about it, and they do things that are totally unique that the other classes actually can't do. In 4e, my martial can get you to fight on despite grievous wounds by yelling encouragement--totally awesome!
No, 3rd edition is the only edition that screwed them over, and it frustrates me that people pretend it's not true.
Tell me it's ok for the game to have imbalance (for example, because everyone can have fun anyway), that's fine, I'll accept your preference for what it is. But don't tell me there isn't imbalance.

Marthkus |

You say this like the caster renders every combatant helpless in round 1 100% of the time. He debuffs regularly, but it is rare for a caster to end the fight before the martial has already killed the enemy.
Some people like winning the encounter, not just making it easier for other people to win the encounter.

mplindustries |

Some people like winning the encounter, not just making it easier for other people to win the encounter.
You're looking at it sideways. The Fighter "technically" wins the encounter just like the soldier technically wins the war, but it's battlefield control (the wizard and the Generals) that really win it. The grunts get the literal kill, but I'm not bragging about killing a helpless enemy, or one that was funneled perfectly onto my spear or whatever.
Just because the lesser chess pieces (pawns, bishops, knights) are generally the ones to get the checkmate doesn't mean the queen isn't more valuable to the victory.
And furthermore, what some people like is irrelevant to what is more powerful!

Marthkus |

Your one of those people who should play casters then. Some of prefer winning the encounter through killing, instead of winning the encounter through support tactics.
Also you keep acting like all the enemies in the encounter become helpless as soon as the caster waves his hands. This is rarely the case.

Undone |
1 person marked this as a favorite. |
Let me start by establishing something for people that more and more just seem unfamilar with casters.
1) The most difficult creature for any party barring unique enemies of epic levels (Tarrasque, mu spore, exct) are dragons followed by devils, followed by the OTHER evil outsiders. A short list of their abilities can tell absolutely anyone who isn't blind this. Dragons have great saves, great SR, and great SLA's. They have a fearful aura and SLA's stapled to their breath weapons. They can fly and one full attack is enough to shred most characters when faced at level+2 CR. Devils are more dangerous than demons or daemons because they work together and tend to have SLA's which are more powerful. Both have high SR AND good ways to prevent other effects like greater teleport.
2) Golems are beaten by simply having an all day buff literally every wizard I've ever seen prepares. Overland flight. If you're level 10+ and can't fly you're pathetic and pose 0 threat to a real group unless you can dispel overland flight. The ground game ends at level 9-10 so jump in that x-wing and get in the air.
You say this like the caster renders every combatant helpless in round 1 100% of the time. He debuffs regularly, but it is rare for a caster to end the fight before the martial has already killed the enemy.Some people like winning the encounter, not just making it easier for other people to win the encounter.
This is just silly. Using the CR 10 golem encounter we can WIN it outright with two spells, one of which you have all day anyway or 3 if you value your 4th level slot over 2 3rd's. SM 4 for 1d3+1 lantern archons who laser the golem from above. It actually requires a third spell "Create food and water" So you can have popcorn and wine while waiting for an entire encounters worth of EXP.
As for a group of 4 wizards if they make it to the "I've bought a wand of infernal healing" phase they essentially aren't going to die ever. They can prepare every nitch spell and copy each others spell books. A group of 4 wizards is lunaticly OP party rivaled only by a party comprised of druids and clerics (Or a mismash there of).
When we say we really DO NOT NEED the marshals I'm dead serious. They amount to having an extra spell per combat. Decent but honestly not as good as having 25 more spells per day in the group.
so you waste a precious 7th level spell to remove one monster
at 13th level
i doubt that wizard has more than 1 copy of reverse gravity per day
but by screwing the golem, you screw all of your non-flying allies
While no we wouldn't we were pointing out how trivial a golem is to kill. That's why if you look back I went ahead and posted 12 adventures to complete. Complete them with 1 character at WBL. Prove me wrong. All it takes is winning 1 more adventure than the caster.

MrSin |

Missed all the fun, did the OP disappear? What's the point of discussing now? Anyways, the reason casters are better is because they were given more options than hitting it with a stick. Full attacking can get pretty boring. Outside of combat magic is better and outright replaces skills often enough.
Your one of those people who should play casters then. Some of prefer winning the encounter through killing, instead of winning the encounter through support tactics.
You can play your fighter if you want, I'm not a big fan of being a janitor myself. Casters can summon peeps to do the job for them and depending on how they did things they could possibly even clean up the crew themselves. Pull out the scythe or rope after a color spray or whatever. Possibly your caster is a druid or cleric with some good combat skills. Depending on your game and build they might do better than some of the other martials. Your clean up crew could be a cleric, a druid, and a magus.
Also you keep acting like all the enemies in the encounter become helpless as soon as the caster waves his hands. This is rarely the case.
No, but there are other things the caster can do. Such as haste or slow. Its hard to deny that casters do change the battlefield with summons, create pit, color spray, haste, and all those other things.

Marthkus |

We keep bringing up golems like they are hard encounters. Why?
I thought you had something going when you started talking about dragons and devils. Which is where casters need their martials more than ever. Caster have trouble even harming these things let a lone killing them. They are looking for a decent BC and some buffs that may keep the party alive long enough for the martials to kill everything.

Marthkus |

Missed all the fun, did the OP disappear? What's the point of discussing now? Anyways, the reason casters are better is because they were given more options than hitting it with a stick. Full attacking can get pretty boring. Outside of combat magic is better and outright replaces skills often enough.
Marthkus wrote:Your one of those people who should play casters then. Some of prefer winning the encounter through killing, instead of winning the encounter through support tactics.You can play your fighter if you want, I'm not a big fan of being a janitor myself. Casters can summon peeps to do the job for them and depending on how they did things they could possibly even clean up the crew themselves. Pull out the scythe or rope after a color spray or whatever. Possibly your caster is a druid or cleric with some good combat skills. Depending on your game and build they might do better than some of the other martials. Your clean up crew could be a cleric, a druid, and a magus.
Marthkus wrote:Also you keep acting like all the enemies in the encounter become helpless as soon as the caster waves his hands. This is rarely the case.No, but there are other things the caster can do. Such as haste or slow. Its hard to deny that casters do change the battlefield with summons, create pit, color spray, haste, and all those other things.
I love how you used a martial buff as one of the "reasons" casters are better.
Yes they manipulate the battlefield like any proper GOD-wizard should, but it's the martials who are the center of the party. You need them to kill efficiently without burning through spells at an un-Godly rate.

MrSin |
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I love how you used a martial buff as one of the "reasons" casters are better.
Yes they manipulate the battlefield like any proper GOD-wizard should, but it's the martials who are the center of the party. You need them to kill efficiently without burning through spells at an un-Godly rate.
I think Kirth made a 'tree in the forest' analogy earlier. Lots more to the game than combat. What does a fighter do out of combat? Life kinda' sucks for him. Compare to a Magus. Even in combat the ability to cast spells could be the difference between reaching foes and/or magic item dependency.
You also totally read over my point about straight martials not being the only martials. Clerics, Summons, Eidolons, Magus, etc. are also caster/martials who can do the job of janitor, and then have a life outside of full attacking.
Don't force casters into only being support, and don't only look at combat. Narrow scope of things.

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MrSin wrote:Missed all the fun, did the OP disappear? What's the point of discussing now? Anyways, the reason casters are better is because they were given more options than hitting it with a stick. Full attacking can get pretty boring. Outside of combat magic is better and outright replaces skills often enough.
Marthkus wrote:Your one of those people who should play casters then. Some of prefer winning the encounter through killing, instead of winning the encounter through support tactics.You can play your fighter if you want, I'm not a big fan of being a janitor myself. Casters can summon peeps to do the job for them and depending on how they did things they could possibly even clean up the crew themselves. Pull out the scythe or rope after a color spray or whatever. Possibly your caster is a druid or cleric with some good combat skills. Depending on your game and build they might do better than some of the other martials. Your clean up crew could be a cleric, a druid, and a magus.
Marthkus wrote:Also you keep acting like all the enemies in the encounter become helpless as soon as the caster waves his hands. This is rarely the case.No, but there are other things the caster can do. Such as haste or slow. Its hard to deny that casters do change the battlefield with summons, create pit, color spray, haste, and all those other things.I love how you used a martial buff as one of the "reasons" casters are better.
Yes they manipulate the battlefield like any proper GOD-wizard should, but it's the martials who are the center of the party. You need them to kill efficiently without burning through spells at an un-Godly rate.
Lol, I have never looked at a Martial as a janitor. I actually consider them bodyguards during the early levels until the Wizard, as an example, gets his feet. I do think it's safe to say that, again, using the Wizard as an example, they become more and more self-sufficient as time goes on and more spell slots and higher level spells become available.
Also, there are Traits and Feats that influence a casters ability to punch through SR and there are a couple Traits/Feats that can be had to increase CL (If the GM blesses off on them that is) in addition to an Ioun Stone that adds +1 to CL. There may be more options than those, I don't have everything committed to memory so I can't say for sure.
Casters can become very potent over time, but I don't see myself having a desire to try and solo anything on the level a Dragon or Devil/Demon without support. Lol, coming from the Army, I believe in having my fire team or squad depending on the size of the group.

Undone |
We keep bringing up golems like they are hard encounters. Why?
I thought you had something going when you started talking about dragons and devils. Which is where casters need their martials more than ever. Caster have trouble even harming these things let a lone killing them. They are looking for a decent BC and some buffs that may keep the party alive long enough for the martials to kill everything.
This is a fair point but I was responding to another post.
Let's place a level 15 wizard vs a dragon of known type (It's unlikely you just stumble across a dragon. You can often figure out color/type by the remnants of what it's ravaged).
For this we'll use ANCIENT WHITE DRAGON. I'll use only spells I'd normally have and only spells of 10 min/level or higher for buffs.
Buffs I'd have in all honesty avoiding non core spells for simplicity (As there are a fair number of those I'd snap take.)
Heroism, Circle of protection against evil, Overland flight, Mage armor, Resist energy cold, Resist energy Acid, Stone skin, See invisibility, Contingent greater teleport, Protection from spells, blinking via ring.
If I knew of the dragon's location a day prior to attacking I'd also have protection from cold and I'd have scryed and died him with 5-10 summons.
These are the CRB "all day" spells I'd actually have on my conjuration wizard based on spell slots available and utility required. At least 1 dominated person likely more from previous days. One way or the other I'd have a quicken rod of either normal or lesser.
Against a dragon your first round is crucial. You should have 20 int +6 item +3 level +3-5 book giving you 32-34 int. This gives you a save DC of 10+11+spell level + feats. This and spell perfection on your signature spell which personally is acid fog. As such it's a save DC 31 (10 base + 11 int + 4 SF + 6 spell level). "Why does this matter?" You ask. You apply dazing spell to the cloud. This is the spell you use your rod on. The dragon needs a 15 not to stand there for 6 rounds while you dump lantern archons onto the field which will hit vs the whopping 8 AC.
For the second fight we'll use the same buff list with one alteration. Resist cold becomes resist fire. If you get any information in anyway you'll know if you need resist fold.
For this fight we'll even go up a level HORNED DEVIL (CORNUGON) CR 16
Now I've got too much integrity to take the easy way out of this fight (The energy swapping rod) which puts the devil at a 5% chance to not sit there dazed and dying to lightning fog At which point 3 castings of 1d3+1 lantern archons averages to lethal with a single failed save which requires rolling 20's 6 times in a row or being dazed for 21 rounds. My actual method of solving this is simple quickened dimensional anchor followed by maze vs SR rolls which are auto saves. I then dump my summons, kill it and GT away before casting mages mansion at my base and resting to digest the experience points.
Note the above is just my method for solving it with my actual wizard I use when we play high level games. These are not the most optimal ways but they are what I use so the GM can't really complain about my methods. I know acid fog is not exactly a GOOD choice for spell perfection (Chain lighting is much better) but I don't like it as much. I also assume that starting +3 16 dex from elf +2 reactionary +4 II, +4 familiar +7 level +3 (6 Dex item) +4 duelist dagger for +27 init wins all initiative rolls and can't be surprised...