OldTimeRadio wrote...
@HipMaestro - --clip-- Gregor's suggestion and the explanation he gave- that's the kind of thing I was fishing for, though. Basically, a level at which players are somewhat near to each other in regards to melee and spells balancing out. I can say that what I'm thinking of is not really about PVP- not the kind of atomic scrutiny that occurs with PVP builds. I suppose technically the whole idea might turn out of be about PVP, but it could also wind up going team PvE or something like that. I'm trying to find a good median level so that the base classes will at least have a chance to come into their own. --clip--
I'd limit the comparison metric to either number of enemies killed per round and/or maximum CR of monsters that can be killed at a certain level to try to glean any comparisons. Otherwise, you're into PvP territory and the scope will enlarge exponentially. Once you begin to factor in summons, dominated creatures and such it can become involved. Rogue gets UMD so can mimic both arcane and divine casting to some degree as well.
Well, I think it would need to be a bit higher than Level 12. If I had to choose, at Level 12 the most likely to succeed in the class olympics I'd pick a pure cleric or cleric combo (like a rogue dump level for enough UMD to use breach scrolls). The domains are extremely overpowering at low levels before the attack and defense of other classes begin to catch up. If enemy SRs are too elevated for effective offensive spellcasting, clerics can always self-buff for significant periods and melee with the best of the fighting classes and are not limited to a few moments of True Strike to hit something like sorc or wiz. A level 12 cleric with Travel & Trickery can haste for 24 rnds per cast (extended) with 50% concealment, and with Divine Power in effect, will be hitting more often and harder, penetrating DR (up to +4 @Lvl 12 with GMW) than any other class... which seems a terribly unbalancing class characteristic to me at Level 12. After Level 15, a cleric's dominance in melee begins to approach the other fighter-type capacities since all its buffs have maxed at that point.
I wouldn't know how to balance all of them together, but just to move ahead of a battle cleric's potential, you'd need to take advantage of their main design weakness... feat starvation. Clerics gain little in epic levels other than spell DC, some magical defenses and spell duration. So IMO, you'd need to find a level where cleric has maxed combat potential, begins to lag behind a lot featwise and yet before arcanists become too powerful... before they qualify for epic spells I suppose.
This is actually one of those eternal NWN debates isn't it?
'> Still interesting to hear it hashed out again, though.
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Modifié par HipMaestro, 06 novembre 2012 - 03:40 .