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#1 | ||||
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Join Date: Aug 2004
Location: Cockeysville, MD
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What I WAS doing was allowing the rules from MA for Rapid Strike allow more than two strikes. Quote:
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The cleric is actually coming long. He is a Celestial and the 75 points sunk into the racial template stunted him a bit starting out, but I think that now he is getting to a good place. He can use his morningstar, buff, heal, throw Sunbolt, and has some energy reserve to keep from being tired all the time. I've talked with the Wizard player about some power ups, such as an irresistible attack (like a Missile of Magic!), but he just doesn't seem interested. I really feel that while he says that he like his character, but doesn't like playing a mage in combat. I've asked him if he wanted to retire the character and start playing with a new one, but so far he has said no. I think that he feel obligated to "fill the role" for the party. With the party down two players though, things might change. |
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#2 |
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Join Date: Aug 2009
Location: OK
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It seems as though your wizard isn't taking full advantage of the available spell options. Attempting to inflict physical harm on an enemy is by far the least powerful thing a wizard can do and is more easily accomplished, as you've noticed, by attacking the enemy with some sort of weapon.
What I've found to be necessary when building wizards is choosing a few powerful spells--which will have lots of prerequisites--and focusing my list on those. The individual spell choices made by the wizard will greatly alter how he functions in play. Spells like Force Wall, Create Animal, the various Illusions, the Darkness/Dark Vision combo, Invisible Wizard Eye, Concussion, Body of Water, Ethereal Body, and See Secrets each give you a very different character with his own niche. I've found it best to cast a spell like Stun or Mental Stun as my combat option. It's cheap both in terms of character points and in energy cost, and it allows you to focus your spell selection on something more impactful. If your wizard was able to create a Force Wall each combat, and keep each character in a protective Body of Water, while also able to cast Mental Stun at-will, I think he would find himself in a much more powerful position to impact the game. He should be playing up his strengths. He can do things with his magic that even the most advanced technology can't do. Instead he's trying to mimic a man with a stick. I don't think giving him even more attack abilities is the right way to go. Looking at his spells, his only two useful combat spells are Stench and Smoke. Has he been laying those down to shape the battlefield, or are most enemies immune?
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#3 |
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Join Date: Aug 2004
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Why would you let a character with so many advantages now upgrade to Ridiculous Luck? You don't have to do that you know. Just because it is in the book doesn't mean the player is entitled to it. If you don't set limits on characters then generally players will take anything they can whether it unbalances the game or not. Is there some type of justification for him upgrading his luck? Did he get a wish from a genie? Was he blessed by a god? If not, then you probably don't want to add more unbalanced power to an already overpowered character.
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"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
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#4 |
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Join Date: Nov 2008
Location: Yukon, OK
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The Wizards spell list appears to be kind of scattered.
But he has a couple of Area options that can be used on swarms or hordes like rabid rats. Use ranged energy attacks like lightning and sunbolt on the party. the Wizard can deflect them and the SB is reduced to dodging. The Flame Jet idea above might be a good one too. But mostly that player needs to figure out and be honest about what he wants out of the game and work with you for ideas to get more out of it. |
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#5 | ||||
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Join Date: Jul 2007
Location: One Mile Up
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#6 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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I allow the the multiple Rapid Strikes and I don't see it causing a lot of problems. Knights use it just as much as the Swashbuckler.
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#7 |
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Join Date: Aug 2009
Location: OK
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I had intended to look at the cleric's spells and give my thoughts on those. Bless is by far their most powerful spell. It's probably in the top five in the book. It warps the game in ways nothing else does. I've seen players, and been one of the players to do this, go extremely far out of their way to keep two- and three-point Bless spells active all the time. That spell alone is worth hundreds of character points. It's just about the biggest force multiplier you can get. The power of the Bless spell can't possibly be overstated. It's like giving the bomb to Alexander the Great.
__________________
"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Something of an exaggeration; I'd rate a 1 point bless at around 70 points (+1 to all rolls, with a Magic source, plus a one-use Serendipity that ends your bonuses), and 2-3 point blesses have significant cost to cast. It's still a grossly overpowered spell, but probably less than 200 points of of overpowered.
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#9 |
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Join Date: Mar 2013
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And I think that taken altogether that means he can only attack twice a turn
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| Tags |
| dungeon fantasy |
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