Dispelling Myths: The Caster-Martial Disparity


Pathfinder First Edition General Discussion

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Davor wrote:

THE CASTER/MARTIAL DISPARITY ISN'T ABOUT COMBAT. It's myth #1, guys! You keep bringing up examples of "well, the group needs more encounters" or "My character owns combat, and he isn't a caster", but that's not what it's about, lol!

Just read Jiggy's post. ^

And yes, as he said, this isn't about one group of players have more fun than the others. It has to do with the narrative/problem-solving power of spellcasters relative to mundane martial characters.

I assume the more encounters is to burn out all the spell slots.

Scarab Sages

Milo v3 wrote:
Davor wrote:

THE CASTER/MARTIAL DISPARITY ISN'T ABOUT COMBAT. It's myth #1, guys! You keep bringing up examples of "well, the group needs more encounters" or "My character owns combat, and he isn't a caster", but that's not what it's about, lol!

Just read Jiggy's post. ^

And yes, as he said, this isn't about one group of players have more fun than the others. It has to do with the narrative/problem-solving power of spellcasters relative to mundane martial characters.

I assume the more encounters is to burn out all the spell slots.

Right, but that doesn't change the fact that the wizard can fly, and the cleric can plane shift, etc. It just requires them to do more of it, and when they run out, they need a backup plan.


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Davor wrote:

THE CASTER/MARTIAL DISPARITY ISN'T ABOUT COMBAT. It's myth #1, guys! You keep bringing up examples of "well, the group needs more encounters" or "My character owns combat, and he isn't a caster", but that's not what it's about, lol!

Just read Jiggy's post. ^

And yes, as he said, this isn't about one group of players have more fun than the others. It has to do with the narrative/problem-solving power of spellcasters relative to mundane martial characters.

... and by extension, increasing the number of encounters per day addresses, at best, a relatively small part of the problem. One of the main powers casters have is the ability to decide how many encounters they are going to have today.

"Well, in order to destroy the evil Scepter of McGuffin, you will first need to pass the Gates of Puzzling Riddles, then pass through the Hall of Infinite Orcs, and then climb the Wall of Buttered Glass, while facing the Harpies That Look Suspiciously Like My Ex-Girlfriend. Then, you.... "

"Screw that. Where did I put that scroll? We'll do it in one encounter by teleporting into the Chamber of Eff that Bull---. Operation Scry and Fry will commence in five, four, three, two,...."


Even if that's the case, it's 5-7 encounters requiring several rounds of spellcasting - which is only in combat. That is a slog that is supposed to be reserved only for the most dangerous times (like a large dungeon), not the daily tax on life in a setting.


Jiggy wrote:
The disparity exists objectively. The fact that casters can fly, turn invisible, travel the planes, cure HP damage, foretell the future and summon fantastical minions is not subjective; it's objective fact, written right there on the page in black and white. The fact that martials can't do those things is similarly objective, not subjective. The disparity exists.

That's like saying it's objectively true that a low level/high level disparity exists. It's an objective truth, but by itself it isn't a useful one.

It is true that the more spells you have available to you, the more options you have, and that range of options is generally greater and more effective than the range of options provided by non-spell options (class abilities/feats).

The latter is, as I see it, the source of these discussions. Casters get to have more fun. It's also the source of the counters (like the funny story I posted), because sometimes you can go loooong stretches where the roles are reversed and someone else gets to have more fun.

Ideally, the asymmetric balance between classes, roles, abilities, spells would be tailored so that the level of fun you have isn't generally tied to the number of spells you get to cast per day or per encounter, and we're not there AT ALL, but in the end I still see this as a very subjective subject because you won't ever be able to escape that every discussion, at its core, is going to come back to fun.

IMO, of course. :)

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Zilvar2k11 wrote:
Jiggy wrote:
The disparity exists objectively. The fact that casters can fly, turn invisible, travel the planes, cure HP damage, foretell the future and summon fantastical minions is not subjective; it's objective fact, written right there on the page in black and white. The fact that martials can't do those things is similarly objective, not subjective. The disparity exists.
That's like saying it's objectively true that a low level/high level disparity exists. It's an objective truth, but by itself it isn't a useful one.

The key difference, though, is that the game doesn't present high and low levels as being equivalent PC choices, and it doesn't tell GMs to award the same amount of experience for defeating high or low level NPCs. The game does those things for casters and martials.

Scarab Sages

Zilvar2k11 wrote:
Jiggy wrote:
The disparity exists objectively. The fact that casters can fly, turn invisible, travel the planes, cure HP damage, foretell the future and summon fantastical minions is not subjective; it's objective fact, written right there on the page in black and white. The fact that martials can't do those things is similarly objective, not subjective. The disparity exists.

That's like saying it's objectively true that a low level/high level disparity exists. It's an objective truth, but by itself it isn't a useful one.

It is true that the more spells you have available to you, the more options you have, and that range of options is generally greater and more effective than the range of options provided by non-spell options (class abilities/feats).

The latter is, as I see it, the source of these discussions. Casters get to have more fun. It's also the source of the counters (like the funny story I posted), because sometimes you can go loooong stretches where the roles are reversed and someone else gets to have more fun.

Ideally, the asymmetric balance between classes, roles, abilities, spells would be tailored so that the level of fun you have isn't generally tied to the number of spells you get to cast per day or per encounter, and we're not there AT ALL, but in the end I still see this as a very subjective subject because you won't ever be able to escape that every discussion, at its core, is going to come back to fun.

IMO, of course. :)

So, a lot of people don't know this yet, but 5th edition D&D actually did a relatively simple thing to work on the caster/martial disparity. it's a feat tax, but it's still there: the Ritual Caster feat. You get a ritual book, in which you can record spells with the Ritual descriptor. Once per day, you can cast a ritual spell in the book, regardless of your level, so long as you have the actual spell in your book.

This alone is a huge boon, because at the end of the day, it doesn't matter how many spells the spellcasters get. They could get 1 spell per spell level, and they'd be ANNOYING to play, but the ability to teleport is still the ability to teleport, the ability to fly is still flying, and the ability to go to heaven and have a party is still something a martial character can never HOPE to achieve, no matter how many spell slots the caster has.


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Zilvar2k11 wrote:
Jiggy wrote:
The disparity exists objectively. The fact that casters can fly, turn invisible, travel the planes, cure HP damage, foretell the future and summon fantastical minions is not subjective; it's objective fact, written right there on the page in black and white. The fact that martials can't do those things is similarly objective, not subjective. The disparity exists.

That's like saying it's objectively true that a low level/high level disparity exists. It's an objective truth, but by itself it isn't a useful one.

It is true that the more spells you have available to you, the more options you have, and that range of options is generally greater and more effective than the range of options provided by non-spell options (class abilities/feats).

The difference, though, is that greater capacity is implicit in the idea of high-level vs. low-level play. It makes sense that I would get better as I learn more, regardless of whether I'm learning spellcasting, kung fu, or the violin.

It's not at all clear that spellcasting should provide greater and more effective options than non-spell options. A standard trope in a lot of fiction, for example, is that spellcasting is actually an inferior way to accomplish mundane tasks, because spellcasting is time-consuming, risky, and/or expensive. Ged (from The A Wizard of Earthsea trilogy) and the other wizards spend quite a bit of time discussing how magic is extremely dangerous if overused; for this reason, Ged's master Ogion doesn't bother to cast spells to keep himself dry in a rainstorm, and Ged himself is as careful as any mundane sailor to pack food and fresh water on his boat because to create a meat pie for himself risks destroying the world.

If every spell in Pathfinder had its casting time increased by one level (so a spell that is now a standard action takes a full round, and a spell with a one round casting time takes a minute), casters would still have overwhelming narrative power (I can still chant for twenty minutes and then teleport Frodo to Mount Doom by myself) but they'd almost completely lose their combat effectiveness. (This is roughly how it was in AD&D; casting a spell took an entire round, so you had to make sure you weren't going to be overrun by orcs if you tried a combat spell.) If every spell cast required some sort of physical penalty (like a kineticist's burn) you'd see Multiple Attribute Dependent wizards that had to build physical capacity as well (GURPS does this). And if spells built on each other the way feat chains did (so you need to spend resources on feather fall before you can get levitate, and levitate before fly) you'd see a lot less Bat-wizard with every utility spell in his book. (This is how it works in Ars Magica, where you build individual skill with the various aspects, so you learn how to light candles before throwing fireballs.) Finally, if spellcasting burned treasure, you'd see a lot fewer instances of "oh, I'll just spend 2000 gp to open this chest in case there's something valuable in it." (This is also how Ars Magica worked; many spells required magical quintessence to power them, and this quintessence was far more valuable even than mere money. It's also why you didn't see nearly as much item crafting in 3.0, where crafting cost XP and would keep you from levelling up.)


Jiggy wrote:
Zilvar2k11 wrote:
As I see it, at its heart, CM/D is about one group of players getting to have more fun than the others.

Eh, not exactly. There's an important distinction you're failing to make.

The existence of the disparity is entirely independent of who is (or isn't) having fun.

The disparity exists objectively. The fact that casters can fly, turn invisible, travel the planes, cure HP damage, foretell the future and summon fantastical minions is not subjective; it's objective fact, written right there on the page in black and white. The fact that martials can't do those things is similarly objective, not subjective. The disparity exists.

How the disparity affects (or doesn't affect) people's fun at the table? That is the part that's subjective. Some people are bothered by it, some don't care, some actually like it and would be upset if it were gone. The fun varies; the fun is subjective.

The disparity exists. It just doesn't negatively impact the fun for everybody.

Now, I realize this isn't quite pertinent to your post, but I felt it was worth bringing up in general, and in fact I wish I could go back and edit the OP to include it. Very often, when someone tries to discuss the C/MD, others will use an argument that's along the lines of "My games have been fun, therefore there isn't a disparity." From there it escalates to the accusations of non-teamwork or only-in-theory or whatever else, because some folks just can't accept that a game they're having fun with could simultaneously have a major design flaw. :/

I've actually seen casters who were having less fun because of the disparity; I know a guy who complains all the time that he can't just chuck fireballs as a wizard because the wizard is required to do so many other things that nobody else in the party can do. This is a specifically combat example, obviously, but it's where the sentiment seems to pop up the most.


Fun is definitely very subjective.
As a martial, I might have to tumble down a cliff face making multiple acrobatics checks to not get killed, while the druid simply floats down as an Air Elemental - but maybe the danger is my idea of fun.
As a spontaneous caster I've had to use up all my spell slots to cast multiple Resist Energy spells on the entire group to face an unexpected danger - useful, but not exactly fun.


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Arachnofiend wrote:


I've actually seen casters who were having less fun because of the disparity; I know a guy who complains all the time that he can't just chuck fireballs as a wizard because the wizard is required to do so many other things that nobody else in the party can do. This is a specifically combat example, obviously, but it's where the sentiment seems to pop up the most.

It's also a problem, especially in earlier editions, with healbot clerics. Most people didn't like playing the cleric, because everyone needed them as a walking first aid kit, which no one else could do. That's a classic C/MD trope right there; we need a cleric because there's no other way to restore hit points and remove status conditions.

Fortunately, the Pathfinder designers (and, for that matter, the 3.0 designers) recognized that this is an issue and fixed it so that clerics no longer need to be healbots. Unfortunately, they fixed it primarily by allowing clerics to be other things AND healbots, and by allowing other caster-types to be healbots. Fighter McSteelPants is still reliant on the casters to let him keep going.

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Orfamay Quest wrote:
Fighter McSteelPants is still reliant on the casters to let him keep going.

Which makes the oft-cited "but fighters can go all day!" thing absolutely hilarious. He can go all day... as long as a caster (either in his party or in the item shop) keeps healing him.


Orfamay Quest wrote:
It's not at all clear that spellcasting should provide greater and more effective options than non-spell options.

Actually, I think it is clear. There are problems in implementation but it is always the case that limited use abilities should be more effective than always-on abilities. Otherwise you lose obvious progression paths (more uses per day progresses to always on, for example) and create trap choices that are generally unattractive.

It's fairly well argued and almost certainly a Truth that between bonus spells, cheap consumables, item crafting, and a number of other things, casters don't really face an issue of limited use. As such, spells are almost certainly over-valued as a resource.

Orfamay Quest wrote:
If every spell in Pathfinder had its casting time increased by one level (so a spell that is now a standard action takes a full round, and a spell with a one round casting time takes a minute), casters would still have overwhelming narrative power (I...

Most of your suggestions are only effective if you also remove the ability of casters to create and use easy consumables. Wands and scrolls largely eliminate most of those problems and have the benefit of bringing wealth by level back into expected patterns (referencing half-remembered, previous discussions about how characters don't tend to use enough consumables, and apparent expectations about adventure and game design where modules tend to over-reward players).


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Matthew Downie wrote:

Fun is definitely very subjective.

As a martial, I might have to tumble down a cliff face making multiple acrobatics checks to not get killed, while the druid simply floats down as an Air Elemental - but maybe the danger is my idea of fun.

But if that's the case, nothing keeps your druid from tumbling down the cliff face. C/MD is about options. The druid can tumble or fly, as she sees fit -- the ranger has no choice in the matter.


Zilvar2k11 wrote:
Orfamay Quest wrote:
It's not at all clear that spellcasting should provide greater and more effective options than non-spell options.

Actually, I think it is clear. There are problems in implementation but it is always the case that limited use abilities should be more effective than always-on abilities.

I don't think it's "always the case." More accurately, there is, in practical terms, no such thing as an "always on" ability. Even a fighter's ability to swing a sword is limited by how many fights per day he can handle due to his other constraints -- when he runs out of hit points (or fails a saving throw), he loses the ability to swing his sword.

Everything that you do in Pathfinder costs resources, and you will eventually exhaust any resource, whether this is "so many times per day" or "so much gold for this equipment that gives you a bonus" or "so many hit points of non-lethal damage."


Orfamay Quest wrote:
But if that's the case, nothing keeps your druid from tumbling down the cliff face. C/MD is about options. The druid can tumble or fly, as she sees fit -- the ranger has no choice in the matter.

The player of the druid can't (in this scenario) have fun narrowly surviving the fall, because in order to do that he'd have to inflict the danger on himself intentionally, which would require him to role-play doing something stupid for no reason. Disparity is about options; options that make things too easy aren't always fun.

Scarab Sages

Matthew Downie wrote:
Orfamay Quest wrote:
But if that's the case, nothing keeps your druid from tumbling down the cliff face. C/MD is about options. The druid can tumble or fly, as she sees fit -- the ranger has no choice in the matter.
The player of the druid can't (in this scenario) have fun narrowly surviving the fall, because in order to do that he'd have to inflict the danger on himself intentionally, which would require him to role-play doing something stupid for no reason. Disparity is about options; options that make things too easy aren't always fun.

My cleric totally saves his abilities and does dramatic, cool "martial" things because I like being dramatic. Also, he's a cleric of Khepri, and believes that doing hard work without magic is part of his faith, so if he can get by without it, he does so. It makes the game pretty darn fun. :P

I mean, if I REALLY had to I'd just do it the magical way, so I'm not disagreeing with the premise, just the execution.


Isn't the whole "disparity" myth simply a matter of comparing apples to oranges.

I had a similar discussion in first edition with caster and rogue.
The caster can indeed vanish from sight, unlocked a locked door/chest and a great many other rogue like tasks. But the caster relies on spell slots and the rogue can attempt to open locks all day long.

Most of this has come about from encounter shortening and what some have referred to as the two hour (or four hour) work day for adventuring parties.


Orfamay Quest wrote:
Even a fighter's ability to swing a sword is limited by how many fights per day he can handle due to his other constraints -- when he runs out of hit points (or fails a saving throw), he loses the ability to swing his sword.

Thought experiment:

A party of three fighters, plus one ranger with fifty wands of Cure Light Wounds, is made to fight dozens of easy-ish battles in one day by their sadistic GM.

Would they do better than a party of casters (let's say Summoner, Druid, Cleric and Wizard) with the same wands and opposition?

In theory the Fighters could keep on going as long as the wands held out, if they didn't die to unlucky rolls, while the caster group would run out of resources after the first dozen battles and then have to rely on their inferior melee skills.

In practice, Pathfinder encounters being what they are, there'd probably be threats the Fighters couldn't entirely handle; status effects, attribute drain, mind control, etc.


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KenderKin wrote:
Isn't the whole "disparity" myth simply a matter of comparing apples to oranges.

It's more like eggs and oranges. The eggs can make a valuable contribution in a much wider variety of recipes. That doesn't mean an orange soufflé doesn't work, or there aren't cases where oranges are fine on their own, but if you want to run a kitchen that can meet the demands of your customers, you'd better make sure you don't run out of eggs.


The Summoner and Druid both have companions that can fight under the same definition of "all day" that the Fighter does (hell, so can the Cleric and Wizard if they so choose), so yes I'm pretty sure the caster party does better in that scenario.

That's another problem with the combat aspect of the disparity: casters often times come with baked in class features that are reasonably competitive with a martial for soaking damage and hitting stuff.


KenderKin wrote:

Isn't the whole "disparity" myth simply a matter of comparing apples to oranges.

I had a similar discussion in first edition with caster and rogue.
The caster can indeed vanish from sight, unlocked a locked door/chest and a great many other rogue like tasks. But the caster relies on spell slots and the rogue can attempt to open locks all day long.

Most of this has come about from encounter shortening and what some have referred to as the two hour (or four hour) work day for adventuring parties.

OP wrote:

Myth #7: The Caster-Martial Disparity only exists in theory; in actual gameplay, it doesn't really happen.

Closely related to Myth #6, this myth gets tossed around a lot. Unfortunately, it's difficult to discuss because the people who say it tend not to give much to go on. Often, they just sort of declare it and expect that to settle the matter. It's also difficult because it usually comes alongside other myths.

For instance, someone might start by declaring that C/MD is just the work of theorycrafters and isn't present in actual gameplay. Then someone tells a story of a caster ending a fight in the surprise round, and the original speaker then invokes Myths #1 and/or #4 ("the game is more than combat"/"stop trying to compete with your friends"). Then someone else offers another story, and the speaker dismisses that one too by invoking another myth. Then another story, and another myth-based dismissal. This repeats over and over. The speaker might hear six different stories and dismiss each with a different myth. If he were to look at the big picture, he would see that he just encountered six different stories from six different people who encountered something he thought wasn't real.

Often, this turns into a pointless cycle: someone claims that C/MD only exists in theory, then they're given stories of actual gameplay. But then they dismiss the stories of actual gameplay as not counting for one reason or another, so people try to demonstrate their points more abstractly. But then they go right back to saying it only exists in theory. And no matter how many times they go around, all they see is an ever-increasing pile of outliers, rather than a trend. In the end, this is the most difficult myth to debunk, because doing so is a matter of getting people to accept that others can have legitimate experiences that are different from their own, and that's not something that you can get most people to do through reason alone.

I think if there is a Myth #8 it should be that Rogues can pick locks better than a Wizard.


Wizards have different weaknesses that you can focus on:

(1) The little AC they have depends on their being aware of the enemy
(2) If they are attacked as casting a spell they have many chances to lose the spell
(3) Many things stop spellcasting such as being Grappled, nauseated, stopped from speaking, and penalties with entangled
(4) Wizards must be unarmed as they cast so even without improved grapple, easily grappled

Wizards can be controlled by focusing on them with attacks that disproportionately affect them, so much that the Wizard must stay Invisible. The spell Invisibility is the key, because the spell persists as long as they don't cast an attack spell that directly "harms" a foe. This reinforces them in a far more balanced Buffing and Zoning role.

GM has all the tools available to him to pressure a Wizard into a supportive role, where he is working through the Martial classes.

Wizard's attack spells are still going to be important, but overwhelmingly in a form delivered by Martial characters using spell storing items, or rarely cast by a Wizard as a fight finisher or at the very beginning of a battle to cut one off so you can focus on one of them.

Also may I please introduce GM's to: Constructs.

The likes of Armoured Clay Golem are impervious to almost all direct attack spells. Disable Construct spell is pretty much the only direct attack spell and Golem is likely to make the save, best put it in a Spell Storing weapon as getting close to that thing to deliver a touch attack is a good way to get splatted.

These creatures are almost DESIGNED to limit OP Casters. Even cursed wound limits the utility of easy magical healing.

But I think Wizards should be important, I think they should be the artillery to the infantry. But just because artillery is king of the battlefield doesn't make the rifleman worthless, in fact he is most critical. You can win a battle with infantry aloe but cannot win with artillery alone. Wizard should be working THROUGH the Martial, the game should be about how both need each other, Combined Arms.

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Like so many before you, you're still just thinking in terms of combat, which is not the lion's share of the issue. The countermeasures you list are completely irrelevant to traveling, infiltrating, investigating, predicting the future, raising the dead, spying, mind control, and so forth.

And even just in the context of combat, most of your assessments are horrifically flawed: thinking that a wizard's AC matters, or that not being able to use "direct attack spells" is somehow a power-down, or that golems actually present a problem for casters, etc.


The caster martial diversity.....
It's almost like casters and martials are so different that it is hard to say anything productive about them in relation to each other....

Do I want Stephen Hawking on my team or Lou Ferigno? I guess it depends what my team is trying to do!!

I have noticed that the discussions really started once orisons became at will, so casters never really run out of spells...

Silver Crusade

Orfamay Quest wrote:
(This is how it works in Ars Magica

I'm not sure that you want to bring in Ars Magica as an example of successfully addressing the Caster/Martial diversity. This is the game that totally embraces the Diversity and has built its entire structure (game and world) on the assumption that Mages have IMMENSE narrative and combat imbalance when compared to non Mages.

Its a great game, mind. It proves that you can have a wonderful game WITH a Martial/caster disparity.

Shadow Lodge

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KenderKin wrote:
I have noticed that the discussions really started once orisons became at will, so casters never really run out of spells...

This discussion has gone on much longer than just Pathfinder.


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The game is comprised of Combat and Noncombat encounters.

One set of classes has the ability to engage in both of these things in a plethora of ways.

Another set of classes has the ability to engage in both of these in a significantly constrained and limited number of ways. Often these methods of interaction are strictly inferior to the options the first set of classes has access to.


pauljathome wrote:
Orfamay Quest wrote:
(This is how it works in Ars Magica
I'm not sure that you want to bring in Ars Magica as an example of successfully addressing the Caster/Martial diversity.

I didn't suggest Ars Magica as a way specifically of addressing caster-martial diversity. I suggested Ars Magica as a way to build a magic system that worked that didn't make the underlying assumptions of D&D and its clones.

D&D, for example, is built on the assumption of cheap (and quick) magic; ArM assumes neither, and is arguably a better magic system. Pathfinder extends that assumption to cheap and quick magic items, and it's not clear that that's been a beneficial extension.


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KenderKin wrote:


I have noticed that the discussions really started once orisons became at will, so casters never really run out of spells...

Goodness, no. Linear-fighter/quadratic-wizard was a topic of discussion back in the 1970s. You just didn't see those discussions quite as much on the World Wide Web.


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KenderKin wrote:

The caster martial diversity.....

It's almost like casters and martials are so different that it is hard to say anything productive about them in relation to each other....

Do I want Stephen Hawking on my team or Lou Ferigno? I guess it depends what my team is trying to do!!

The problem is that, in Pathfinder, Hawking can, several times a day, put on a power suit that makes him stronger and tougher than Ferrigno (note spelling). Or summon multiple angels who are individually stronger and tougher. Or transform into a sabre-toothed Ferrigno-saurus that shoots laser beams out of his eyes.

And fly.


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KenderKin wrote:

...

Do I want Stephen Hawking on my team or Lou Ferigno? I guess it depends what my team is trying to do!!
...

Why would you use Stephan Hawking your choice?

Tony Stark is a much better fit for the caster side. If the caster is a Synthesist then it's almost a perfect fit.


Jiggy wrote:

Like so many before you, you're still just thinking in terms of combat, which is not the lion's share of the issue. The countermeasures you list are completely irrelevant to traveling, infiltrating, investigating, predicting the future, raising the dead, spying, mind control, and so forth.

And even just in the context of combat, most of your assessments are horrifically flawed: thinking that a wizard's AC matters, or that not being able to use "direct attack spells" is somehow a power-down, or that golems actually present a problem for casters, etc.

I don't see a problem here.

What's the problem with Endure Elements? Its a REALLY handy spell for GM who wants to introduce interesting extreme environments but endless fortitude saves can be too much of a chore. This is a good thing for the group to have. Wouldn't that be cool? Going into an underground level with Lava flowing everywhere or a completely frozen ice palace.

Someone said Overland Flight, the 5th level personal only spell? Nah. It's only good for Wizard to scout ahead, and if he goes ahead without fighter cover then he's going to get munched. Teleport is the same level, I guess the wizard has to fly there, get very familiar with the teleport target area, fly back all while avoiding the quest stuff to teleport the rest of the crew.

Isn't that cool?

This just seems amazingly salty, I've never experienced this bitterness in any other game nor media. It's like a soldier hitching a ride in a helicopter and b+$*$ing the whole way about how a helicopter is so much faster and more convenient than walking. Oh give me a break.

Infiltration is a team game as well, come on, haven't you heard of the Wookie Prisoner routine? Someone disguised as a guard, another apparently a prisoner and wizard nearby and invisible. The wizard can't just leave everyone else behind. And if EVERYONE is going to get invisibility cast on them then GOOD, considering how verboten party-splits are, it's no damn good if Rogue can sneak in but others cannot, you just tell the rest of the players to leave the table because they can't do anything and they can't actually see or hear what's going on.

Charm Person is VERY much appreciated as the unpleasant alternative that appears without it, and that is for the desperate players to start torturing whatever poor sap they caught alive and it all gets way too unpleasant. And Charm Person just simplifies a tedious step. It puts them in a good position but you need the whole crew Role Playing and backing with with good diplomacy rolls to get the desired result.

Wizard AC does matter.

I have explained how it does.

You have simply scoffed that is doesn't.

Explanation vs hollow allegation of "flawed". People can make their own judgements on that.

I don't want to power-down the Wizard, that's the problem, Wizard SHOULD be powerful, but that class has SERIOUS limitations if he tries to direct attack a group who has a bit of sense of how to counter Wizard.

Wizard should be good, and he is.

That isn't a bad thing.

It does not leave other players left out of the game, what's the point in all these spells to trip, disarm or blind if the there's no one to exploit this?

It's only a bad thing when he can destroy as well as Fighter can, well he can't. Most GM's can easily stop such blasting.

Golems are totally immune to all spells with any sort of spell resistance which is... almost all of them. One relevant exception is Disable Construct specifically spells out relevant penalties. They present a huge problem for.

Serious talk now: why do Tabletop RPGs have this prejudice when other games do not?

This is classic dynamic class roles, different classes with radically different capabilities and strengths and weaknesses. Wizard is great for enabling magic in other non-magic characters.


How much do you think Occult Skill Unlocks have lessened the disparity? I see Divination, Detect X, Suggestion, some healing, etc.


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Alex Trebek's Stunt Double wrote:
This is classic dynamic class roles, different classes with radically different capabilities and strengths and weaknesses. Wizard is great for enabling magic in other non-magic characters.

Why should the wizards be forced to assist non-magic dead weights? Why not have another caster? Then instead of being a drain of spell, you'll be adding spells and options to the party.

And it's that classes can feel useless.
"Hi, I'm the fighter, I hit things, if it can't be hit I can't do anything. Unfortunately the wizard has gated in a huge demon to be his servant, so now he has someone that hits things better than I do. If anyone needs to be hit, often the wizard will lay down black tentacles or dazing fireball or... etc. And I'm stuck waiting for the effect to wear off before I can go hit things. Plus the fact that I'm a good climber doesn't matter cause the wizard will never let me climb cause flying is faster. And I never get to use my maps since we just teleport or overland flight to the places we need to go. Which is nice because I was able to visit my family and the wizard said he'd get me when I was needed. That has been a few months ago, maybe I should check on him and say hi..."

"Hi, I'm the rogue. I can't make friends because the casters make them our ally faster than I can talk to them. Plus they can call down angels to help do something if they can't do it themselves. I'm a bad scout cause I'm visible and I can't see invisible things. I also don't get to disable traps because the wizards just take care of it."


Orfamay Quest wrote:

The problem is that, in Pathfinder, Hawking can, several times a day, put on a power suit that makes him stronger and tougher than Ferrigno. Or summon multiple angels who are individually stronger and tougher. Or transform into a sabre-toothed Ferrigno-saurus that shoots laser beams out of his eyes.

And fly.

What spell is that? The power suit one.

And while wizard is playing a poor fighter, what about actual spell duties? Who is buffing the rest of the team? Who is ready to dispel magic? Who is zoning the fighting area? Your party needs a wizard to do things like that and can't do them while being a fighter at the same time.

Just because casters can (at super high levels) turn into a mediocre fighter, does not make fighter redundant. It's a nice tool in the arsenal, but it doesn't change the fundamental dynamic.

And yeah, Summon monster lags WAAAY behind Fighter of the same level. Summon Monster is really good for running interference, they make a great wall to intercept a group or disrupt a group but damage kings they are not.

Summon Monster IV, that calls 3-4 Hyenas (25% of getting only two), that's not going to make a Level 7 fighter redundant. They're going to be great for sowing confusion, spread them around so each of your Combatants has a flanking partner but even a single Dire Wolf is no fighter substitute. You've only brought a CR3 component into the battle, and one that there's a surprising number of specific counters to.

By analogy, you haven't summoned another Lou Ferrigno, you've summoned a Reb Brown.

The Summoning spells I think are worth it is calling in Cacodemons or Elementals, just so they can cast spells. But you're not going to win a fight with those alone, you are going to hugely help the fighters jsut in disruption. The fighter is still the Key Killer. You just need to protect the fighter, stop him being swarmed and give enough distractions to those going after him.

Don't try to be a fighter yourself, that's a huge way to nerf a wizard.

You know who can be a great combatant and dish out offensive spells: A Fighter.

http://img.pandawhale.com/154319-james-franco-wait-what-the-f-g-Wx4y.gif

If a fighter hits with a spell storing weapon, he can discharge that spell into the target. This is brilliant.

(1) Wizard doesn't have to be close, especially for touch spells
(2) no chance of the spell being wasted in missing the attack as if definitely only discharges on hit
(3) Wizard can stay invisible, so not targeted before or immediately after.
(4) Wizard's action economy is free to continue buffing, zoning and disrupting.
(5) Wizard can have loaded it before today so not cut into current spells per day.

This should not see people complaining.

Fighters shouldn't complain about playing a key role in the spell-dealing business, Fighters shouldn't be worrying about houserules because Wizards stop them being swamped and how awful it is to be getting all these buffs to help them be better combatants.


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Quote:

Also may I please introduce GM's to: Constructs.

The likes of Armoured Clay Golem are impervious to almost all direct attack spells. Disable Construct spell is pretty much the only direct attack spell and Golem is likely to make the save, best put it in a Spell Storing weapon as getting close to that thing to deliver a touch attack is a good way to get splatted.

These creatures are almost DESIGNED to limit OP Casters. Even cursed wound limits the utility of easy magical healing.

Wizard McCastypants sees a golem! Initiative is rolled!

Wizard McCastypants, who prioritized dexterity after getting his Intelligence nice and high, easily beats the Golem, who dumped Dexterity, in initiative count.

Wizard McCastypants casts Create Pit or an upgraded version of Create Pit or Glitterdust! The golem either falls down a hole or is blinded due to having the saving throws of a first-level character and therefore somewhere in the vicinity of no chance at all of actually making a save against a wizard's spells. The wizard then merrily goes on his way or lets his buddies beat eleven shades of crap out of the basically helpless golem, perhaps aiding them by dropping acid splashes that basically can't miss the creature on it for some extra damage. If the Armored Clay Golem is in a Hungry Pit, it is taking an additional 4d6 damage every round and cannot get out of the pit unless it rolls a natural 28 on a d20.

Many GMs try to introduce wizards who are getting a bit too big for their boots to constructs with Spell Immunity.

Many casters proceed to introduce their GMs to the conjuration school of magic, or, as the God Wizard likes to call it, "easy mode."

The main gist of my point is that the bestiary is not very good at actually accounting for how clever casters tend to fight. Golems are slow, stupid, and easy to outmaneuver, and their lack of intelligence means you have to play the monster "out of character" for it to ever think of something more clever than "smash intruder" in response to the dozens of tricks a mage can pull out of his hat that don't care about spell resistance.


Alex Trebek's Stunt Double wrote:
Orfamay Quest wrote:

The problem is that, in Pathfinder, Hawking can, several times a day, put on a power suit that makes him stronger and tougher than Ferrigno. Or summon multiple angels who are individually stronger and tougher. Or transform into a sabre-toothed Ferrigno-saurus that shoots laser beams out of his eyes.

And fly.

What spell is that? The power suit one.

Transformation, though the problem of Wizards just becoming outright superior to the Fighter was much worse in 3.5 when polymorphs were stronger. Druids still transform into super Fighters, though.


I find that in practice many of the arguments that players have against martials tend to fall apart.

1)Martials multiclass easily with other martial classes while pure casters do not. This is important for saves and class ability dips that are highly profitable.

2)In many situations skills beat out spells. You can always use Diplomacy but casting a charm spell is usually not considered a friendly act. Casters can use skills as well but this counters the argument that all you need are spells to succeed.

3)Martials start out strong right out of the gate. They are arguably weaker than casters at higher levels so there is balance built right into the system.

4)Martials are typically great at DPR. This allows casters to focus on what they are great at (BFC and Utility).


Summoned hyenas are pretty weak. You want summoned Celestial Lions who pounce and smite evil.

Mr.Stunt Double doesnt seem to be grasping the issue. Casters can play multiple roles in a party. A druid is famous for being a far more potent combatant in melee than most martials are AND has an additional damage sponge via his animal companion. His wildeshape grants a ridiculous amount of combat versatility.

The Wizard may not be stepping into the beatstick role but the druid certainly can whilst still getting 9th level casting.

A druid is the more egregious example of the Martial Caster Disparity because if you look under the hood even a little you have a incredibly potent martial combatant with great saves, an animal companion, and a full array of spell slots available for utility.


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Mage of the Wyrmkin wrote:

I find that in practice many of the arguments that players have against martials tend to fall apart.

1)Martials multiclass easily with other martial classes while pure casters do not. This is important for saves and class ability dips that are highly profitable.

2)In many situations skills beat out spells. You can always use Diplomacy but casting a charm spell is usually not considered a friendly act. Casters can use skills as well but this counters the argument that all you need are spells to succeed.

3)Martials start out strong right out of the gate. They are arguably weaker than casters at higher levels so there is balance built right into the system.

4)Martials are typically great at DPR. This allows casters to focus on what they are great at (BFC and Utility).

Why is dipping a bonus?

Which situations do skills beat spells? Spells with at stealth, getting a person to help you, reaching places besides walking, finding out information, etc. Plus casting being good at skills shows that casters can do everything martials can AND MORE. they have tons of options, while martials have limited options.

It seems you've not played with the strong lv1 wizards. They can knockout 3+ creatures in 1 round. Fighters can't. Plus lv1 casters can still alter the world to suit them while the martials need to react to the world.

Basically the only thing martials have is DPR. But casters win fights without needing DPR. And what do the martials do when DPR isn't needed? Sit and ask the caster to take care of things.


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Alex Trebek's Stunt Double wrote:
Orfamay Quest wrote:

The problem is that, in Pathfinder, Hawking can, several times a day, put on a power suit that makes him stronger and tougher than Ferrigno. Or summon multiple angels who are individually stronger and tougher. Or transform into a sabre-toothed Ferrigno-saurus that shoots laser beams out of his eyes.

And fly.

And while wizard is playing a poor fighter, what about actual spell duties? Who is buffing the rest of the team? Who is ready to dispel magic? Who is zoning the fighting area? Your party needs a wizard to do things like that and can't do them while being a fighter at the same time.

Perhaps not. But if I need a wizard and a fighter at the same time, Lou Ferrigno can't do that, either. If all I need is a wizard or a fighter, Hawking can do double duty.

And if I need the "and," I need two characters. But in that case, I might as well take Hawking-1 and Hawking-2, who can act as a wizard and a fighter, or they can act as a pair of wizards, or they can act as a pair of fighters, depending upon what we need at the moment.

Or even better, get a wizard and a druid, and cover even more bases.

Quote:


And yeah, Summon monster lags WAAAY behind Fighter of the same level. Summon Monster is really good for running interference, they make a great wall to intercept a group or disrupt a group but damage kings they are not.

Aside from the fact that hyenas aren't the best choice -- what makes you think Hawking can only cast one summon spell?


Scavion wrote:

Summoned hyenas are pretty weak. You want summoned Celestial Lions who pounce and smite evil.

Mr.Stunt Double doesnt seem to be grasping the issue. Casters can play multiple roles in a party. A druid is famous for being a far more potent combatant in melee than most martials are AND has an additional damage sponge via his animal companion. His wildeshape grants a ridiculous amount of combat versatility.

The Wizard may not be stepping into the beatstick role but the druid certainly can whilst still getting 9th level casting.

A druid is the more egregious example of the Martial Caster Disparity because if you look under the hood even a little you have a incredibly potent martial combatant with great saves, an animal companion, and a full array of spell slots available for utility.

To be honest, I think the Druid and Cleric are more inherently problematic than the Wizard; the Wizard chassis makes you have to think about it a little bit, but the Druid and Cleric practically scream at you "PLEASE. INVALIDATE THE FIGHTER. WE ARE GIVING YOU EVERY POSSIBLE TOOL TO DO SO."


Is it actually common for casters to summon monsters that are stronger and tougher than equal-level geared fighters? I get that the later summoned monsters have spells, but by sheer combat prowess, I can't see them having higher to-hit / damage / AC / HP than a geared martial PC of not-horrible optimization.


Chess Pwn wrote:


Why should the wizards be forced to assist non-magic dead weights? Why not have another caster? Then instead of being a drain of spell, you'll be adding spells and options to the party.

And it's that classes can feel useless.
"Hi, I'm the fighter, I hit things, if it can't be hit I can't do anything. Unfortunately the wizard has gated in a huge demon to be his servant, so now he has someone that hits things better than I do. If anyone needs to be hit, often the wizard will lay down black tentacles or dazing fireball or... etc. And I'm stuck waiting for the effect to wear off before I can go hit things. Plus the fact that I'm a good climber doesn't matter cause the wizard will never let me climb cause flying is faster. And I never get to use my maps since we just teleport or overland flight to the places we need to go. Which is nice because I was able to visit my family and the wizard said he'd get me when I was needed. That has been a few months ago, maybe I should check on him and say hi..."

"Hi, I'm the rogue. I can't make friends because the casters make them our ally faster than I can talk to them. Plus they can call down angels to help do something if they can't do it themselves. I'm a bad scout cause I'm visible and I can't see invisible things. I also don't get to disable traps because the wizards just take care of it."

They're not dead weights, they're the primary damage dealers, the only effective means of protecting Wizards.

"Why not have another caster?"

Because if you need another player it's going to be another fighter.

Not a wizard transformed into a mediocre fighter. Temporarily. After a delay.

One wizard goes a long way, for example with Haste, it targets one per level. But it's almost worthless for casters as it gives an extra attack, not an extra spell. You want more fighters, rogues, barbarians and monks available to get that spell.

"Then instead of being a drain of spell, you'll be adding spells and options to the party. "

A drain? Where are these extra spells going to go? Options for a party with now 50% casters?!?

"Hi, I'm the fighter, I hit things, if it can't be hit I can't do anything."

Meanwhile

"Hi, I'm the wizard, I debuff things, if no one is there to take advantage of debuff I wasted my time."

"Unfortunately the wizard has gated in a huge demon to be his servant, so now he has someone that hits things better than I do."

Worse.

Hits worse than you do.

Every summon monster brings something that is consistently HALF the capability of a fighter in terms of CR. Such summons are only distractions and flanking partners.

"If anyone needs to be hit, often the wizard will lay down black tentacles"

Only noob GMs fall of that, they never bunch players up. At best they caught 2 mooks and bought you some time but it's going to just be a hard zoning spell, far too expensive considering the cost of Web spell.

Plus, the rules on "breaking through the ground" means it can only be done on loose soil, not rock, paved roads, wooden deck, etc.

"or dazing fireball"

(1) that would make for a LEVEL SIX spell
(2) The Dazing effect does not work if they make the save, which also halves damage.
(3) Fireball again can only get close to Fighter damage if lots of enemies pack ridiculously closely together
(4) Why is Dazing useful? Oh yes BECAUSE THEN FIGHTER CAN ATTACK THEM!
(5) it is also an offensive spell, at level 6 you can bet your ass that there will be half a dozen snipers with ready actions just for that

This is hardly any better than a stun vial. Which at BAB+11 they can throw one then make two attacks.

"And I'm stuck waiting for the effect to wear off before I can go hit things."

Nonsense, nothing stops you hitting dazed enemies.

"Plus the fact that I'm a good climber doesn't matter cause the wizard will never let me climb cause flying is faster."

Your wizard doesn't have the time. You can climb before they even have time to cast.

And they should be saving such spell slots or scrolls for when fly is needed.

Especially considering the liability in climbing in strong winds that are so common around cliffs that would need climbing.

Though certainly I'd never be so immature as to be churlish and ungrateful about being literally gifted with the power of flight just because I wasn't able to cast it on myself. I mean if I were to do such a thing I'd immediately tell myself to grow up. Of course the caster is going to be good for casting magic, what the hell else are they for?

"And I never get to use my maps since we just teleport or overland flight "

What do you mean, "we"? Overland Flight is personal only and limited by carry capacity.

These are complaints from noobs who complain about the rules of a game they didn't bother to read.

And Wizard can go on his own, even a fighter knows of the dangers of Teleportation unless you take endless precautions and know exactly where you are going.

But amazingly enough, with princesses kidnapped and stuff, Teleportation may be the most sensible option. Why would you object to it?

"Which is nice because I was able to visit my family and the wizard said he'd get me when I was needed."

Which would be the very instant the adventure continued.

You just try to run a campaign with only casters.

"Hi, I'm the rogue. I can't make friends because the casters make them our ally faster than I can talk to them."

Charm

Person

Does

Not

Work

Like

That

Even then, you try to cast a spell on someone and you'll provoke a sword in the throat. Particularly a mind control spell. This is not how you gather information. Even if it works, after an hour or so you're in deep trouble when it wears off.

"I'm a bad scout cause I'm visible and I can't see invisible things."

Good, no more party splitting.

You're certainly far better at staying invisible for longer than a few minutes.

If you need magical invisibility, get your wizard to brew a potion and put it in a sipping jacket. And please stop your entitled whining as if it in any way doesn't count for you to go invisible if it didn't 100% come from your own ability. Learn to work as a team. Then you can both be stealthy in visible spectrum but also not make noise.

"I also don't get to disable traps because the wizards just take care of it."

I am genuinely and sincerely grateful for this and frankly, FYI for all GM's out there, traps are a waste of g~# d&@n time.

Please, they are bad gameplay element.

They're either a waste of time busywork with every single freaking area the same monotony "I check for traps, I find traps, I disable taps" or a cheap RNG debuff in a game if you didn't check for them or just didn't find them. And it is not a contrivance that an area does not have traps it is a contrivance that an area would have traps as the group who set them would keep stepping on them! Snakes and ladders is a bad game, it's just random roll of the dice.

What makes a good trap is one that EVERYONE can see but everyone has to actually figure out for themselves.

Traps should be Role Played... Not roll played.

Traps are a basis to get every player around the table to ask and take interest in the world.


Mage of the Wyrmkin wrote:

I find that in practice many of the arguments that players have against martials tend to fall apart.

1)Martials multiclass easily with other martial classes while pure casters do not. This is important for saves and class ability dips that are highly profitable.

Multiclassing is usually not as effective as 1-20 in a class but design. You can dip more often, sure, but doing too much of that leaves you with the abilities of a couple of mid-level characters instead of the abilities of one high-level character, which often turns into a poor tradeoff. Pathfinder dislikes multi classing, so this is really not a big point in the martial's favor.

Quote:
2)In many situations skills beat out spells. You can always use Diplomacy but casting a charm spell is usually not considered a friendly act. Casters can use skills as well but this counters the argument that all you need are spells to succeed.

On the other hand, consider the skill challenge of climbing a slippery castle wall in a rainstorm without being noticed.

The rogue needs to make stealth checks and a number of tricky climb checks to accomplish this. The caster needs to cast vanish/invisiblity/greater invisibility and spider climb/levitate/fly/overland flight and is basically guaranteed to succeed and still have his buffs left over to cause some mayhem before he's spotted once the challenge is complete.

Quote:
3)Martials start out strong right out of the gate. They are arguably weaker than casters at higher levels so there is balance built right into the system.

Let's say there's a human fighter that uses a sword and a bow at level 1 and an elf wizard who uses spells and a bow at level 1. Let's say both have 16ish dexterity because they want to be quick and accurate at range.

At their starting levels only a +1 or so difference exists between their accuracy and their bows do the exact same damage because neither has a composite bow.

One lucky crit from an orc's falchion will instantly kill either of them.

The fighter has a power attack that will destroy a weaker enemy in one hit. The wizard has a couple of spells that have a decent chance of taking a small group of enemies completely out of the fight a couple times a day, such as Color Spray.

The martial has slightly better survivability at low levels than the caster but people massively overestimate how big the gap is, and this is not a good excuse later for how the 20th level fighter is still doing the exact same thing he was doing at level 1 (find a target and hit it until it dies) while the wizard went from making pretty flashes of light and turning things blue with prestidigitation and doing 1d3 damage with his attack cantrips afterwards to stopping time, sending his enemies directly to hell by touching them, traveling a thousand miles with a snap of his finger, walking through walls, turning invisible, or defying the laws of gravity for hours at a time. And also has a pocket dimension of his own creation he can retire to when he's bored of the adventurer's life.

Quote:

4)Martials are typically great at DPR. This allows casters to focus on what they are great at (BFC and Utility).

Which is great, except when BFC renders HP a moot point. If a few failed saves has your opponent helpless, you could have the druid walk over and coup de grace the enemies with his scythe to easily destroy them all before they recover their wits.

The fact that magic hogs an overwhelming amount of the utility is also a problem. Skills are often rolled to solve problems, while magic just bypasses them entirely. A ranger might be an awesome tracker but tracking is kind of pointless if you need to write every single BBEG as a paranoid recluse who never leaves his lead-lined sanctum to prevent a caster from learning where he lives and how to get there with about a day's downtime. Similarly, the rogue's sleuthing skills and creativity in a murder mystery plot are kinda moot if the cleric just taps the murder victim to find out who killed them, how, and possibly why.

And then there's the way magic is utterly essential for long-distance or planar travel.

Arachnofiend wrote:
Scavion wrote:

Summoned hyenas are pretty weak. You want summoned Celestial Lions who pounce and smite evil.

Mr.Stunt Double doesnt seem to be grasping the issue. Casters can play multiple roles in a party. A druid is famous for being a far more potent combatant in melee than most martials are AND has an additional damage sponge via his animal companion. His wildeshape grants a ridiculous amount of combat versatility.

The Wizard may not be stepping into the beatstick role but the druid certainly can whilst still getting 9th level casting.

A druid is the more egregious example of the Martial Caster Disparity because if you look under the hood even a little you have a incredibly potent martial combatant with great saves, an animal companion, and a full array of spell slots available for utility.

To be honest, I think the Druid and Cleric are more inherently problematic than the Wizard; the Wizard chassis makes you have to think about it a little bit, but the Druid and Cleric practically scream at you "PLEASE. INVALIDATE THE FIGHTER. WE ARE GIVING YOU EVERY POSSIBLE TOOL TO DO SO."

As I've said before, the Druid is a problem class.

The reason you have a martial class on the team is to have a strong, multi-attacking character with good HP who does a lot of damage when the monsters are close.

The Druid:
-Has an animal companion who is a strong, multi-attacking character with good HP who does a lot of damage when the monsters are close.
-Can wild shape into a strong, multi-attacking character with good HP who does a lot of damage when the monsters are close, and after the first couple levels does not sacrifice any of his spell casting ability to do so.
-Can SUMMON MULTIPLE strong, multi-attacking characters with good HP who do a lot of damage when the monsters are close.

The druid's built-in playstyle is to do the martial's job for them and then some. I still think the Druid should be split between a 1/2 BAB full-caster with an animal companion and a Full BAB martial with Wild Shape. Similarly, the Cleric should probably be dropped down to 1/2 BAB and lose its armor proficiencies (gaining actual class features to compensate) to differentiate it further from the War Priest.

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