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Same here! I always play casters, or rogues who end up being basically casters/alchemical-casters.While I understand the sentiment I'm still tempted by better casting. That's probably a personal thing though,even when I played bard the character ends up handling more like a sorcerer.
We have yet to see the difficulty of this game. You are basing your opinion on standard CR-appropriate stuff, but nothing says that our QM cares about that!No, we'll never grow powerful. A strong fighter with some neat perks and decent abilities, sure, but never powerful.
An accelerated spell casting track is nothing special when you're still limited to Paladin spell lists. It's just helpful to have a small handful of decent spells by level four or five rather than having to wait until level nine or ten to have any appreciable spellcasting abilities at all. Learning Cure Light Wounds when full casters are about to gain the ability to travel hundreds of miles in an instant, step into new Planes of existence, or transform an enemy into a turtle as easy as we can swing a sword, well, that's just deeply unsatisfying.
Indeed, we don't even have fellow PCs to compare ourselves to.
Furthermore, it's far easier to make encounters easier than to make them harder : as our current QM seems like a rules-newbie, I would prefer to avoid power creep during character creation
IMO we can pick for flavor now, and can probably expect difficulty to adjust
I agree with you in principle, but I'm afraid of turning this into an inferior clone of ASWAH. Let's do things a little differently!This. If we're not a full-caster we need to diplomance and recruit as many fullcasters as we can.
It will probably be a good idea to travel Westeros at first so we can find them.
Even though yes, playing a martial PC sucks balls.
Amazingly, literally everything you said is wrong. Sorry.Most save or dies are at higher levels and their saves are all either fort or will, which are a paladin's good saves (plus divine grace, which we get next level, plus whatever bullshit we manage to tack on by then). Also, we'll be immune to a solid chunk of them (paladins are immune to fear effects after level 3).
The save or dies in the early levels have low saves. You only get high saves that early if the caster in question is min-maxed to hell and back, so they can't really do anything else all that well.
Save or dies can kill anyone and nobody can stop bad rolls.
We can deal with damage easily in the middle of combat. Lay on Hands (which we get next level) is a swift action when used on ourselves.
There are level 1 spells that are effectively "save-or-die", like Sleep. Cast it, then coup de grâce. Bam, instant death! And let's not even mention Power Word Pain... That's a "no save, just die" at low levels.
This only gets worse with Hold Person, etc. You're hit by one of those, and you are effectively dead. At higher levels, "Finger of Death" works similarly : unless your allies can rush in and save you (a scroll of Revivify is traditional, but there are many ways of reverting death mid-combat and those are usually better than Raise Dead and other effects that still work if you died a few minutes ago), then you are dead.
Then, high saves are actually easy to get. Just spend your feats on that, and it works ! Gear and stuff can help, but it's honestly fairly easy to get a high DC on a low-level spell that targets the weak saves of your target (use Knowledge skills to identify that weak save, it's usually easy). And there are spells that target each save and that basically kill you when they land. At low levels, your weak saves are at +1 to +3. Meanwhile enemies can throw DC 16-19 effects easily, if not higher. The odds are pretty bad there...
At high levels, this gets worse because basically everything can throw save-effects around. The game is balanced around having access to buffs and gear, and reroll mechanics. Conveniently, spellcasters get a lot of ways to make themselves immune to bad rolls (rerolls, make rolls count as a 20, insane bonuses, crafting and polymorphing tricks and summoning to get gear, immunities...). Meanwhile martials depend on spellcasting allies and magic gear to survive against level-appropriate enemies.
And most ennemies that rely on damage to kill you can inflict it in large amounts : Lay on Hands is useful, but it just doesn't keep up at higher levels.
Still, for now it's fine.
This.SoD do indeed tend towards high levels, but magical beings can have them as SLAs long before human mages of equivalent CR, which is my point. The CR scale is designed for players with access to an magical equipment. We should thus make that a significant OOC goal.
D&D relies on every character having a lot of "boring" gear that just applies +5 to various numbers. Pathfinder is the same. Without a lot of such gear, you will die like a punk all the time. That's fine, but only if you want death to be a revolving door and if you have several people capable of raising the dead in the party...
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