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02-21-2005, 02:30 PM
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| | | Overpowered classes There are several classes i think is a bit to powerful. like warmage and maybe warlock(from complete arcane) there are also several other prestige classes i think is to powerful, like a prestige class that gives you +2 strenght every lvl(think that one was displayed in miniatures handbook) do you people think classes like these are to powerful?
sorry for not posting links to these classes or posting those classes here, so i hope you know about them.
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Last edited by Grimar; 02-21-2005 at 02:38 PM.
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02-21-2005, 02:52 PM
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| | | incantatrix from magic of faerun is overpowered. Especially when you make a incantatrix/archmage combo
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02-22-2005, 03:12 AM
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| | | Compared to what?
None of the above are 'overpowered'.
The wizard, cleric and druid are 'overpowered' depending on how you play them.
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02-22-2005, 05:44 AM
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| | compared to the average character. Take an average wizard of 18th level and compare him to a wizard 5/incantatrix 10/archmage 3 and then the wiz/inc/archm is completely overpowered.
Also if you compare him to almost any druid/prestige class combo of 18th level.
At least, that's the way I see it... 
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"They made us many promises,
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But they kept but one -
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02-22-2005, 09:05 AM
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| | | By that definition any PrC is overpowered.
Also, most druid PrC's do not advance Wildshape. So they suck.
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02-22-2005, 09:40 AM
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| | | Hardly.
Not all PrC are un-balanced. In fact, I think there are some that even weaken a character.
Dog rider anyone?
Or the assassin?
I don't polarise them. Some are over- some are under- and others are balanced.
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02-22-2005, 02:05 PM
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| | | how does the assassin make a character less powerfull? isnt death attack sneak attack but better? | 
02-22-2005, 02:46 PM
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| | | Drunken master, runecaster. Just some examples of PrC's that probably would make your character weaker than just sticking to the core class
__________________ Broken promises
"They made us many promises,
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But they kept but one -
They promised to take our land...
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02-22-2005, 03:15 PM
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| | prCs can suck if you let them get out of control ,
just try and keep them relevant to your game | 
02-22-2005, 04:18 PM
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| | | You have to define "overpowered" before commenting that some classes are overpowered. Compared to what, the core classes? Some of the core classes are extremely powerful (c.f. Wizard, Cleric, Druid, as Mr.Waesel said above).
Beyond that, from a roleplaying perspective, you need to balance "overpowered" with character considerations. Some players will want to play weird or mixed up PRCs just because "that's the way my character is!". Even if these combinations are weak, it's in the GM's interest to support these player descisions - keep 'em happy, they'll come back for more.
Cheers,
TGHO
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02-23-2005, 08:14 AM
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| | | It's in the GM's interest to prevent players from making a weak ass character. If they really want to be a bard 1/wizard 1/cleric 1/etc...just tack on enough abilities to make him as powerful as the rest of the party.
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02-23-2005, 08:23 AM
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| | Quote: |
Originally Posted by Raumoheru how does the assassin make a character less powerfull? isnt death attack sneak attack but better? | Death attack only works if the victim doesn't see the assassin as a enemy.
This to me is a huge prerequirement that hardly ever works in a quest. The story never really works this way.
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02-23-2005, 08:24 AM
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| | | Death attack is ass because it takes 3 rounds to power up and has a laughable DC. Compare to save-or-dies.
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02-23-2005, 09:05 AM
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| | Quote: |
Originally Posted by Mr.Waesel It's in the GM's interest to prevent players from making a weak ass character. If they really want to be a bard 1/wizard 1/cleric 1/etc...just tack on enough abilities to make him as powerful as the rest of the party. | I totally agree. It's very annoying for the DM when a player has a very weak character. PLayers making a cool and less powerful character for role-playing reasons is something I encourage. But just some strange, weak character should eventually die...survival of the fittest 
__________________ Broken promises
"They made us many promises,
more than I can remember.
But they kept but one -
They promised to take our land...
and they took it" Chief Red Cloud | 
02-23-2005, 03:47 PM
|  | Exalted Member | | Join Date: Sep 2004 Location: Sydney, Australia
Posts: 865
| | I would think that any GM worth the title would have some ground rules in place when it comes to character creation. I usually state "no more than 4 classes for any PC, they can be a mix of core/PRCs, as long as there is a ROLEplaying reason behind the choices".
If someone wants to make a 1 Wiz/1 Cle/1 Bar there is nothing wrong with that. It depends where they are taking the PC after that initial class split.
Anyway, how do you expect players to learn if they don't make mistakes?  I'm sure we all made some really stupid early characters. Heh, I can remember some of mine which were dreadful mistakes and not much fun to play (although they usually died horribly).
We could argue for years about the various strengths and weaknesses of various classes, and comparisons of classes (wander over to The Gaming Den to see this in action), but it all boils down to one singluar point - does the player or GM have fun with that character?
Cheers,
TGHO
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