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Old 01-05-2023, 11:23 AM   #17
Bill_in_IN
 
Join Date: Dec 2021
Location: Indiana
Default Re: Talent/Spell of the Week: Aid

Quote:
Originally Posted by Steve Plambeck View Post
A great build to be sure, but not a great wizard. So many of the more attractive spells aren't available until IQ 10 through 11 (Lock/Knock, Dazzle, Shadow, Wall, Illusion, Reverse Missiles, even the humble Rope). You don't even get a decent missile spell until you're at IQ 12 to take Fireball. The beauty of playing a wizard is having this diverse bag of tricks. At IQ 9 with ST 12 you can have Summon Wolf, and you even have the ST to run it a few turns, but that's about as flashy as you can get. Our players quickly tired of playing that kind of wizard.

Wait, what? I can bring as many PCs as I want? Thank you GM! Nah, it was up to the GM, but players were usually limited to 2 characters per adventure. We usually had four and sometimes five players, so the board got crowded fast. Sure if all but one player brought apprentice wizards with Aid spells, the starring wizard with the IQ could have a lot of fun, but everyone else might get just a little bored. If my wizard could bring a small army, I think (know) I'd rather bring a bunch of guys with halberds and chainmail instead of a gaggle of apprentice wizards - LOL!

I love that pairing and I think it's brilliant! Wish I'd thought of that.

.
I was being sarcastic in my mention of an entourage apprentices. Thanks for playing along.

I will elaborate on that pair later in a thread that Henry started on a Giant apprentice. It's not efficient but it is effective.

Here is the thread.
http://forums.sjgames.com/showthread.php?t=187658

Last edited by Bill_in_IN; 01-05-2023 at 05:48 PM.
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