5th level cleric spells > wizard spells

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atlascott
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5th level cleric spells > wizard spells

Post by atlascott »

Seriously, I aint lyin...
Hungerstriker
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Re: 5th level cleric spells > wizard spells

Post by Hungerstriker »

I'll disagree with you, and I'll even do it without having to talk about why game balance is unimportant in DCC.

First, you're comparing apples and oranges. A wizard can use Lokerimon's Unerring Hunter to exterminate an enemy without having to get his hands dirty, and with no collateral damage. A cleric, on the other hand, has to rely on Righteous Fire or Weather Control, which are both much less subtle. I understand why you would be impressed by die codes like 10d20+40, and I'm sure that these spells would do an equally impressive job of destroying treasures and innocent lives within the blast radius.

Second, although a Cleric can get some truly astounding spell results for rolling a ridiculous number like 38, the only practical way to get those results is by burning lots and lots of luck. Clerics can't spellburn, so their spells are by default handicapped.

Third, if you still don't like it... change it. There's a reason we get 20+ wizard spells for levels 1 through 3, them way less for levels 4 and 5. The book assumes a judge will create additional spells as become necessary for his game. If your 9th level wizard wants to be able to cast Atom Bomb, he should be able to... as long as he's willing to quest for it.
atlascott
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Re: 5th level cleric spells > wizard spells

Post by atlascott »

The ability to level an entire city > a secret magic assassin.

Great game. But I hold these truths to be self evident.

Yeah, I know, and I probably will add spells. Everyone should.

But C5 > W5. So it needs some afixin...thats all.
Hungerstriker
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Re: 5th level cleric spells > wizard spells

Post by Hungerstriker »

atlascott wrote:The ability to level an entire city > a secret magic assassin.

Great game. But I hold these truths to be self evident.
What is 'self evident' about that? Righteous Fire can't touch an enemy who is a thousand miles away, but an Unerring Hunter can. Righteous Fire always risks collateral damage, but Unerring Hunter never does. Heck, if the caster isn't careful, he could even wind up incinerating himself with RF, and there's no such risk with UH.

This is like saying a hand grenade is a better weapon than an assault rifle just because the grenade does more damage. There are a lot of other factors to consider.
jozxyqk
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Re: 5th level cleric spells > wizard spells

Post by jozxyqk »

atlascott wrote: But C5 > W5. So it needs some afixin...thats all.
I guess I'm confused. Why does that matter? Do you think Wizard spells should be more powerful? Why? We're talking about level nine characters here. Extreme epic. This is going to be like an ancient warlock and the highest of high priests.
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finarvyn
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Re: 5th level cleric spells > wizard spells

Post by finarvyn »

jozxyqk wrote:
atlascott wrote: But C5 > W5. So it needs some afixin...thats all.
I guess I'm confused. Why does that matter? Do you think Wizard spells should be more powerful? Why? We're talking about level nine characters here. Extreme epic. This is going to be like an ancient warlock and the highest of high priests.
And level 9 characters are somewhat equivalent to level 18 in D&D. Those characters tend to be able to pack a real punch.

My solution is to slow the levelling process. If you don't want characters to access that degree of power, don't let them advance so quickly. In order to reach 9th level by the book, you need 890 XP which translates into surviving over 220 "difficult" encounters. That's a lot of experience, and by that point maybe characters should be able to level cities. :wink:
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phg
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Re: 5th level cleric spells > wizard spells

Post by phg »

atlascott wrote:The ability to level an entire city > a secret magic assassin.

Great game. But I hold these truths to be self evident.

Yeah, I know, and I probably will add spells. Everyone should.

But C5 > W5. So it needs some afixin...thats all.
Wizards can hit the top end of their spells with a little spell burn, which clerics don't have access to, except in rare situations.
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