Author Topic: Wizard with fighter mechanics [3.5]  (Read 5533 times)

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SneeR

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Re: Wizard with fighter mechanics [3.5]
« Reply #20 on: October 19, 2011, 02:05:35 PM »
Don't forget to have multiple pre-requisites for any spell worth considering, with some of those requisites being totally worthless and only serving to throw permanent resources down the crapper.

Please be joking. It's too early in the morning for my sarcasm detector to work properly.
The answer to everything:
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SneeR
[spoiler]
I don't know if the designers meant you to take Skill Focus for every feat.
Sounds a little OP.

The monk is clearly the best class, no need to optimize here. What you are doing is overkill.

It's like people who have no idea what a turn signal is. They ruin it for everyone else.
When another driver brandishes a holy symbol and begins glowing with divine light, seek cover or get spattered with zombie brains. I do not see what is so complicated about this.
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weenog

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Re: Wizard with fighter mechanics [3.5]
« Reply #21 on: October 19, 2011, 02:08:36 PM »
Don't forget to have multiple pre-requisites for any spell worth considering, with some of those requisites being totally worthless and only serving to throw permanent resources down the crapper.

Please be joking. It's too early in the morning for my sarcasm detector to work properly.

I don't think it's a good idea.  I do think it's what you have to do if you want to get the wizard anywhere near fighter mechanics.

Look at Whirlwind Attack.  It's not a bad feat.  Only reason nobody ever takes it is cause you suffer about five fists up your ass just to qualify, and you can never recover.  A wizard with fighter mechanics needs the same privilege available.
« Last Edit: October 19, 2011, 02:10:39 PM by weenog »
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ThisGuy01

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Re: Wizard with fighter mechanics [3.5]
« Reply #22 on: October 19, 2011, 07:38:06 PM »
it could work with sub-par prerequisites if you made them make sense.  needing to take light for any light based spells, create water for water based, that kind of thing.  but making them take horrible choices to do anything good is just...stupid.

lans

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Re: Wizard with fighter mechanics [3.5]
« Reply #23 on: October 20, 2011, 10:49:49 AM »
Create water for creation and ice/cold based effects as well?
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ThisGuy01

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Re: Wizard with fighter mechanics [3.5]
« Reply #24 on: October 20, 2011, 12:24:11 PM »
sure, whatever makes sense, but it would make sense that you need some less powerful abilities to gain the better ones.  even have something like grease a prerequisite for anything that moves them.  just simple stuff like that.

PhaedrusXY

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Re: Wizard with fighter mechanics [3.5]
« Reply #25 on: October 20, 2011, 01:23:25 PM »
you suffer about five fists up your ass just to qualify, and you can never recover.  A wizard with fighter mechanics needs the same privilege available.
:lol Well stated.

I think this is great evidence that using the fighter as the model for building anything is a bad idea...  :lmao
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A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
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weenog

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Re: Wizard with fighter mechanics [3.5]
« Reply #26 on: October 21, 2011, 11:34:58 AM »
you suffer about five fists up your ass just to qualify, and you can never recover.  A wizard with fighter mechanics needs the same privilege available.
:lol Well stated.

I think this is great evidence that using the fighter as the model for building anything is a bad idea...  :lmao

It's less a fighter problem than a problem with feats for non-magical types.  Fighter is just the most blatant example because it has nothing else.
"We managed to make an NPC puke an undead monster."
"That sounds like a victory to me."