Do i really find " Broken" Things? [Archive] - Wizards Community

Post/Author/DateTimePost
CriminalTruth

12-02-06, 08:26 AM
So i started playing with this group awhile back. Some old friends who came back to the area. To start with everyone in the group was basicly either a paladin or a fighter.. I built a cleric.. I took divine metamagic and well ya.. there ya go...

At first they thought the cleric class was just a "support character" and thats all he was good for..but i knew better.. i had 17 turn checks divine quicken divine maximize divine spell power and beads of karma.. ( i drop things fast sometimes.. )

so in the one game i dropped a quickend maxmized empowered ( metamagic rod ) firestorm and a maximized empowered firestorm on a black dragon..that changed everyones view...

So .. i made a new character.. this time i did a Diviner/fatespinner ( full fatespinner class levels) so the Dm looks at the sheet approves it.. and decide's to put the character pretty much against the party...with a Dm char who is a forcemage.. i DID tell the DM that even though there were 4 other char's we would be fighting i think the mages would win and i advised against it.. he said " its 4 on one equal levels we should lose " but i told him my char has a 34 intellegance he isnt going to do a stupid frontal attack.... lol

Sooo i pretty much get pushed into a frontal attack anywayz ( which is fine.. i accept the fact my wizard should die.. )but the fight pretty much goes pretty bad for the fighter types cause well.. im feather falling down a 100 ft drop raining spells down on them ( mostly negative levels ) and then i hit someone with a DC 37 finger of death and i make the char. take a -10 on the roll. ( speacil ability for fatespinner ) and the DM flips.. and says its broken and that i cant combine the abilities of the fatespinner...sooo i said OOK then take a Dc 32 and take a -10 on the roll.. the char ROLLS a nat. 20 and im thinking..if only i could make him re-roll.. but oh well..

so it basicly took DM intervention from that char killing the party...

again.. over powered...

SOO NOWWWWWW...

i go and i make a wizard archmage....

( how much more basic does it get then that? )

and i take one spell from the CA called

Energy immunity..

duration 24 hours immune to any ONE type of energy 7th lvl spell..

and well..

Now this char is broken they say because of this spell..

and i keep arguing to them.. its a freaking 7th lvl spell.. and they keep saying " there is no balancing factor" and im like.. umm yea there is.. a 7th lvl spell slot.

any thoughts?

( im just curious if u think the energy immunity spell is broken?)

and why do people honestly think fighters should run the game at high lvls?? i mean sheez.. its so easy to drop a fighter with a mage....
invaladuser

12-02-06, 09:22 AM
smack your dm, and tell him at high levels mages are the strongest class out there. Low level the fighters would win but this is pretty high by the classes you use. Tell him to take a look at all of the high level spells. They are really freaking strong. If he wants the rest of the party to be a even fight you will have to go with a fighting class.
FighterDoken

12-02-06, 10:37 AM
Your party must be pretty new to the game. "Energy Immunity" certainly does have a balancing factor, and you're right in saying that it's the seventh-level spell slot. If you take Energy Immunity, you're taking it instead of such great spells as plane shift, finger of death, delayed blast fireball, and even limited wish!

Next time you see your party and you have a PHB handy, show them what you're trading in to get that energy immunity. And then, as the above poster suggested for the DM, smack them all.
Thunder Dragonbane

12-02-06, 10:46 AM
Here is a suggestion.

Start as level 1 instead of whatever you are using and let the GM watch your progression. IE: actually play and advance the way that you are meant to.

D&D is not about inter-party death matches.
alecthemad

12-02-06, 10:46 AM
I am gonna have to say that you need to run the game for a while. Help your players along and let them learn how to build powerful classes. The when you have opened their eyes you can continue being the DM or let the old one take over once he is properly educated.

I say this because it is how I taught my group 3.0. I ran them through the RtoTEE and I babied them for half the dungeon by giving combat suggestions, character suggestions, and general D&D wisdom. By the end of the module they all had the game down. Even my older brother, who refuses to read rules, knew how to effectively play his dwarven fighter.
CriminalTruth

12-02-06, 02:43 PM
The funny thing is they been playing 3.5 way longer then me... i mean.. i just picked up the books they already basicly have memorized and started looking at stuff thinking.. hmm.. thats a good spell.. or so on and so on....

So the whole idea with the energy immunity for my char was this.. take acid and fire and bam.. no real need to worry about my equip getting zapped.. ( its an 18-19 lvl game btw ) and i did exactly what u guys said.. i was like.. umm forcecage is way more powerful then energy immunity.. and they they are like " well they can use teleportation magic to get out of it! " and im like.. ever hear of DISPEL MAGIC?

sheez.. gawd..anywayz the guy taking over the current game said there's nothing wrong with it.. hes like " as long as i can use it against the party" and im like.. umm ok...

and if i ever faced anything immune to force effects, all energy types, and fotitude saves.

Trust me teleport is my friend.
Derren S.

12-02-06, 02:52 PM
How about trying to play something else then a caster? With all sthe spaltbooks out there casters are always overpowered when you dig through enough books.
GaffeR

12-02-06, 03:34 PM
You're playing full casters in a group composed of fighters... at high levels. This is not your fault, it's the inherent imbalance of DnD 3.5.
Archangel62

12-02-06, 04:08 PM
Here is a suggestion.

Start as level 1 instead of whatever you are using and let the GM watch your progression. IE: actually play and advance the way that you are meant to.

D&D is not about inter-party death matches.

Tell that to the DM not to him
YamiSouru

12-02-06, 04:54 PM
well seeing as smacking your Dm has already been suggested i suppose i can skip telling you that again.

Anyway. Im curious as to why you have to continuelly face off against the party but thats a question for another day...

Now then you play a caster while everyone else plays fighters. If they REALLY want to be able to at least fight against you point them to the Occult slayer prestige class in complete warrior. It offers at least SOME tools to fight casters with includeing being able to reflect a certain amount of spells per day, immune to mind effecting abilities and spell resistence if i recall correctly. Or hell have a fighter in the group be a excelent grappler and have the group expert have a rod of dispell magic so when your caster trys to feather fall while raining down death they can disspell your feather fall and after you go splat grapple you and break your back.

Mages are strong, not unbeatible. You just have to know how to fight them and if your party has been constantly stomped into the ground by mages they should have learned to prepare against them.