Sordak, i agree that you can only use this long range spells on D&D/Pathfinder if the encounter allows it. But there are an big difference between it and an immersion break hardcap on "sorry, i can't hit this elephant sized target because he is too far away, at 14m"

1 - spell slots is a system superior to mana. Easier to track, easier to prepare and easier to balance. But i was talking about games without cooldown.

2 - If people loved the "monstroisity", is the monstrosity that bad?

3 - Did you played Neverwinter Nights? Because Monks are often banned on pvp servers, due the insane speed, disarming, knockdown, high spell resistance, etc. And the strongest build that i saw in 400+ hours of NWN1 is an build that combines the monk bonus to AC and the shape of dragon from of a druid.

Talking about high level monks, on nwn1, an lv 20 monk can deal 5 attacks per round, each one dealing 2D10 damage + attribute mod. An sorcerer with 12 CON(+1) at lv 20 even with max hp per roll will have 100 hp, in other words, can be OHKilled in one round by an monk that will have a lot of SR and can knockdown the sorcerer easily. This not mentioning that Monks has the best saves on the game, is amazing at disarming, knocking out, etc and on nwn1, monks are nerfed compared to pnp. They don't get the outsider template, nor the ethereal ability(lv 19) > http://www.d20srd.org/srd/classes/monk.htm#perfectSelf

As for fighters, they are much more gear dependent than the monk. But even then can outDPS any caster if they have for eg +5 axe that deals +2D6 fire and +2D6 cold damage. And believe or not, this ludicrous OP weapons exists on NWN2 a lot. And note that on 3.0e, spell reistence works in a different way than 3.5e/pathfinder, spells like incendiary cloud that allow SR on 3e won't allow on 3.5e. It helped to make conjuration more viable, since conjuration deals in general less damage than evokation.

What makes casters special on D&D is exacly that they can do more than trow fireballs and clerics more than heal. If the DM allow your sorc charname to pick the strongest spells, allowed wiz to find the storngest scrolls but din't gave an powerful weapon to the fighter, then is a balance problem caused by the DM, not by the rules

BG has 298 spells > https://baldursgate.fandom.com/wiki/Spells_(Baldur%27s_Gate_II)

edit : Fighters get amazing abilities on BG2 too > https://baldursgate.fandom.com/wiki/Smite

And here is some nwn spells,

The unique class that i agree that is weak is rogue.

edit 2 : An example of broken build on nwn1. http://world-of-greyhawk.github.io/builds/data/build312774.html

Originally Posted by "The build"

HP: 320 unbuffed/ 440 buffed / 980 + when buffed and in dragon form
AC: 32 unbuffed/ 45 buffed/ 76 buffed + dragon/ 86 buff + dragon + Imp. Expertise
BAB: 22
AB: 21
AB Dragon form: +45 claws / +39 bite, +51/+45 capped STR
add +2 in outdoor areas
Damage: (claw/claw/bite) 2d6+25/2d6+25/2d8+19
Saves (Fort/Ref/Will): 24/21/33, 35/34/33 in Dragon form


This stats are similar to deities... I an not joking.

Last edited by SorcererVictor; 04/07/19 07:03 PM.