Shalewind
First Post
Apparently it's not about balance to you. You claim that you have problems with D+D being about Mr. Wizard and friends. With all the nerfs to their damage and "fighting" capability, the only things wizards and clerics can do are buffing their fighter friends. Suddenly, the game is now Mr. Fighter and friends.
Now now, just cause they "nerf" (I use the term sparingly) a few power-spells doesn't mean the wizard and cleric have lost all their power. I'm all for the non-arena comparisons. The system hasn't been so skewed with the loss of haste, harm, and hold that these spell casters become less than cool. Sure, haste is a loss of that extra spell: But I submit this: If the caster need ONE or even three specific spells to be cool, something was out of whack to begin with.
No, factor it all in. He can miss, they can save, the cleric gets mauled when he tries to cast (with appropriate failure of the concentration check), etc. Even then, it will never kill. It's fine that it requires an attack roll, fine if it allows a save, ok that it requires melee range -- but all three? Not for that effect.
Seems we don't agree much today at all. I agree with drnuncheon. Touch spells are highly effective (especially if the cleric is build for face to face encounters) and even if he isn't, they are still effective and just require a little bit of planning. Harm is now no different, it just does a cap on damage with means that clerics can't autokill anything without SR at levels 15+ and quicken. That isn't so big a loss. I also agree with Heal being "nerfed" (there is that word again) down to 150 hp cap (even though it is a rumor, I agree wholeheartedly).