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Old 12-09-2020, 01:41 PM   #31
TippetsTX
 
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Default Re: Wizards staff / spear

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Originally Posted by hcobb View Post
Would you rather raise ST from 6 to 7 or instead raise mana from zero to 40?
Fortunately, that isn't a choice characters have to make in my game.
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Old 12-09-2020, 02:01 PM   #32
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Default Re: Wizards staff / spear

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Originally Posted by hcobb View Post
The ultimate 40 point wizard has IQ 20 to know all the spells and DX 14 to cast them all the time, which leaves ST at what value?
"Ultimate" is subjective. A 32-point wizard with IQ 8 and DX15 could beat that low-ST "ultimate" one to a pulp in a fair percentage of fights.
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Old 12-09-2020, 03:06 PM   #33
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Default Re: Wizards staff / spear

I tend to think Int 11 is good for a beginning Wizard, giving him Illusion 1, Fire, Aid and Summon Wolf which covers the basics allowing him to actually be useful in combat and gain that all necessary XP.
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Old 12-09-2020, 07:24 PM   #34
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Default Re: Wizards staff / spear

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Originally Posted by hcobb View Post
The ultimate 40 point wizard has IQ 20 to know all the spells and DX 14 to cast them all the time, which leaves ST at what value?
Please gods no.

Is anyone else getting really sick of every thread being dragged into the same extremely boring place?

:(
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Old 12-09-2020, 08:18 PM   #35
David Bofinger
 
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Default Re: Wizards staff / spear

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Originally Posted by MikMod View Post
Is anyone else getting really sick of every thread being dragged into the same extremely boring place?
Henry has several unhealthy obsessions and refuses to communicate clearly or change the subject. It's unfortunate for everyone. There just isn't much we can do to stop or help him.
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Old 12-09-2020, 08:26 PM   #36
David Bofinger
 
Join Date: Jan 2018
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Default Re: Wizards staff / spear

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Originally Posted by Senturian View Post
I tend to think Int 11 is good for a beginning Wizard
My character design advice document lists "Lightning and 4-Hex Illusion (IQ 14), Staff III and 3-Hex Wall (IQ 13), 3-Hex Fire and Fireball (IQ 12), Illusion and Sleep (IQ 11) and Summon Myrmidon (IQ 10)" as defining spells. I don't think I'd ever design a starting wizard at IQ 10 other than as a curiosity, probably ditto IQ 13, but I think any of 11, 12 and 14 are practical.

Last edited by David Bofinger; 12-09-2020 at 10:05 PM. Reason: special character mistranslation
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Old 12-10-2020, 02:42 AM   #37
Steve Plambeck
 
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Default Re: Wizards staff / spear

Lest we forget, a staff-spear wouldn't need either a steel/iron spearhead nor a silver one. It could be bronze or copper (for 1 less hit damage under the RAW). And our ancestors used effective stone-tipped spears to slay mammoths and everything else for millennia! You might rule the stone tip is more likely to break going up against metal weapons, but if it saves the wizard's life -- or anyone's life -- it would be worth replacing between adventures.

The same goes for arrowheads: stone, bronze or copper could be in a wizard's quiver.
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Old 12-10-2020, 09:34 PM   #38
David Bofinger
 
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Default Re: Wizards staff / spear

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Originally Posted by Steve Plambeck View Post
The same goes for arrowheads: stone, bronze or copper could be in a wizard's quiver.
A standard assassin or terrorist's weapon: the arrow sticks in the target, and it's only when a physicker tries to remove it that anyone realises it's a wizard's staff.

(Illegal IMO but the rules are ambiguous.)
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Old 12-31-2020, 09:55 PM   #39
lordtarim
 
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Default Re: Wizards staff / spear

My favorite starting "Combat" wizard is:
Race: Elf
ST: 11 DX:12 IQ:9 MA:12

Silver tipped spear/staff : 1D6/1D6+1

Optional Cloth Armor

Tallents/Spells: Pole Weapons (4), Staff Spell (1), 1-Hex Fire Spell (1), Image Spell (1), Blur Spell (1), Summon Wolf Spell (1).

Casts an blur on himself the first turn or image of himself, Second turn casts image of himself (if he cast blur first turn), Then charge attacks with both, possibly summoning a wolf if back up is needed or to disengage and charge attack again.
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Old 12-31-2020, 11:20 PM   #40
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Default Re: Wizards staff / spear

Consider using the fire spell to force the enemy to disengage then jab them.
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