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Old 01-07-2024, 09:08 PM   #9
DAT
 
Join Date: Jan 2005
Location: Idaho Falls, Idaho
Default Re: House Rules for Spell Casters

Quote:
Originally Posted by corwyn View Post
Invoker? You mean missile spellcasters? This isn't D&D. ...
Term Invoker is not unique to D&D.

See Delvers to Grow, page 29.
"Invoker. Your specialty is combat magic. ..."

Quote:
Originally Posted by corwyn View Post
... Knights are the primary single target damage dealers - that's intentional. Well, them and Swashbucklers and Scouts attacking eye sockets. ...
No disagreement.

Quote:
Originally Posted by corwyn View Post
... Wizards can turn invisible, intangible, stun, entomb, create barriers, cause blindness, etc. ...
They can if they know/have the spell for invisibility, etc.

Quote:
Originally Posted by corwyn View Post
... You want them to compete for primary damage dealer as well? BTW, that is what your rule will do. And the Knight will wonder what his role is; to keep the beer cold? No, wizard's are better at that, too. Oh, and now he will take an hour to recover.
No, I don't want anything other than the Players to be able to play the character concept they want.

And unless I have the math wrong, the Knight is still going to be able to do more damage. But this house rule would allow the Wizard to be able to do some significant damage, get a large spell off, and still have full move, and the Cleric will be able to buff (with a significant buff spell) more than one other PC, heal more than one PC, and still have full move.

Quote:
Originally Posted by corwyn View Post
Missile spells are inefficient damage dealers. They are slow and expensive. Delvers to Grow has an option to let casters fire missile spells for free but it's expensive as well.
Don't think anything is "for free", but better chances to hit (Heroic Spellcaster) and more damage (Weapon Master (Missile Spells)).

Quote:
Originally Posted by corwyn View Post
Wizards are really good support - I spend most turns using Stun to let our Barbarian do 2x 4d cutting per turn. Or Great Haste so he can double that and a little bit more. Levitate the big bad melee only villain 6 inches off the ground. Now he has no offence with penalties to defend. Spasm makes him drop a weapon.

If you want to do damage, do stuff the others can't. Facing a 15 or 20 DR giant? Hit him with Dehydrate or Death Touch.

If your wizard takes an hour to recover his fatigue, he's built wrong. Recover Energy -15 allows 1/ 5 minutes; -20, every 2 minutes. An energy reserve equal to Fat doubles his pool and that rec rate. Oh yeah, ER is king.

If you want to do damage play a knight, Barbarian Scout or Swashbuckler. If you want to do "Everything else" play a caster.
So to summarize, you don't like the proposed house rule/don't think it is needed.
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