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#11 | ||
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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The reason I don't recommend damage spells for wizards is simple, others do damage much better than you, at lesser costs. The usual outcome of a wizard spending a turn creating a missile spell, and then another turn throwing it is a miss or a dodge. Now the wizard is out of som FPs, while the target is unscathed. Psychic Guidance can help with the accuracy, but nothing short of compartmentalized mind will help you deal with the fact that you need to spend a turn creating the missile, and another throwing it (or casting the melee spell, and attacking with it) There are damage spells that go around this, by using the resistance mechanic (Dehydrate and frostbyte are some examples of this), but by default, they still cost several turns worth of casting (but fortunately, you can reduce this with high skill, unlike missile, melee and jet spells), and anyway they require 1 FP per dice of damage and a resistance roll. For less FP, less turns, and the same resistance roll, you could have use Stun, and had one of the wizard's muscle bound friends deal the damage much more easily (thanks to the -4 to defenses and the inability to retreat from being stunned). I never had them in my table. True, one of the characters is a mystic knight-aristocrat (that is somehow like the swashbuckler), but he uses heavy armor and wields a two handed sword, nothing like the intended agile fighter with light weapon and imbuements. I would guess that the mystic swashbuckler would do well, BUT it needs an edged rapier or other swing capable weapon, and desperately needs more ST (not that the normal swashbuckler shouldn't aim for starting ST+striking ST=13). Imbuements are a force multiplier for ST damage, meaning that unless your ST damage is decent to high, they're not that cost effective. Also, unlike the mystic scout, who only cares on imbuing arrows with no concern for defensive imbuements, the mystic swashbuckler is going to be in the front line, and might use a buckler, so armor and shield imbuements still have value and they can't use them. |
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#12 | |||
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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A) Every 2 rounds: Sure. I forgot I use a house-rule on Concentrate letting PCs exchange a regular Attack for a Concentrate, so with AOA Double Wizzies (and any else with a Concentrate activated ability) can Concentrate and Attack in one turn. If the enemy is close (3 yards or less) the Wizard will sometimes chose this. Sometimes, as it does strip them of defenses. B) I allow Attack Maneuvers to be spent to speed up Aiming. Make your Ranged combat skill check and you get 1 round of Aiming. So with the AOA Double going Concentrate+Aim, on the next turn they lob a missile with their Acc bonus or aim for another turn (or try to AOA Double to Aim once or twice more). The above has helped the Wizard, however I suspect if I had a Scout or Martial Artist they'd be just as happy. This is without spending FP, as skill 20 is trivial to hit for a starting Wizard. Quote:
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* As I mentioned above, 20 is trivial to hit. If they can't hit 20 (because they're maintaining spells or don't think missile spells are worth their time), they should toss out harassing bolts (1d) here and there to assist if they aren't doing something more important. But you're correct, the Wizards primary combat role should Support or Field Control, either via expensive buffs (Great Haste, Armor, Shield on a frontliner), or expensive Area Spells (Stench/Mystic Mist are battle winners, tactically placed Illusions can keep enemies busy away from your party), or they're pulling 'Everyman Duty' by carrying spells to replace a 'class' (Knowledge spells so a Sage is never necessary, Knowledge and Movement to replace a missing Thief, etc). But they aren't "combat useless", they should be using 'save or suck' spells on the enemy (as you mentioned), shielding their team versus 'save or suck' via Counterspelling**, employing Field Control spells, and plinking away with 'free' missile spells when there's nothing better to do. Or use some house-rules (which I forgot I was doing) and let them contribute more 'D&Dishly". ** I use Peter Del Orto's house-ruled Counterspell (and his other spells) from here. |
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#13 | |||||||
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Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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#14 |
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Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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