Perhaps the utility of an illusionist shouldn't be a matter of
comparing their firepower with that of other classes (mage). Rather,
the GM should tailor individual games to include circumstances where
illusionist abilities come into play and are necessary for role
playing. For instance, if a session devolves into story - fight scene
- story - fight scene then of course an illusionist won't be as useful
as a mage or fighter classes. But, if the GM knows he has an
illusionist in the party then he can add 3 or 4 spots into the
adventure where combat can be circumvented or minimized with
illusions. Perhaps a key factor in the story can be learned only if
the illusionist is able to learn such from role play interaction with
an npc. Perhaps, as an example from our last game, the beasties
should REACT a particular way to having fairy fire cast on them.
Without GM embellishment that spell gives bonuses to hit but it might
ALSO cause low HD creatures to drop their weapon and roll on the
ground as if they think they are on fire (granting free hits for the
higher dps classes). Perhaps they just run away give attacks of
opportunity. I don't expect low HD creatures who may or may not be
familiar with magic, or that particular spell effect, to shrug off
being engulfed in what appears to be flames. Similarly with the
illusionary dragon breath; low HD creatures SHOULD react above and
beyond mere pc bonuses to hit when having the illusion of a fiery
breath come at them. I'm reminded of moral checks in earlier D&D
editions. Monsters won't always fight to the death. They won't
always be familiar with magical abilities. The Illusionist class is
very much like the bard class in this respect. Of COURSE the bard is
not going to do as much per round damage as a fighter; but what he
does have can embellish the RP of a session. The lack thereof might
indicate the need for more GM discretion to mold the adventure around
the party instead of hoping that a one size fits all approach will
work just as well. I guess, rather than try to equalize classes i'd
question what, if anything, can the GM do to make playing the
illusionist class more interesting and compelling.
On Aug 3, 8:27 am, Chris Perkins <
csperkins1...@gmail.com> wrote:
> I guess I would have pumped up the illusionist by giving them more spells
> and giving them some utility spells. In fact I've done that with my
> houseruled C&C games and one of my players just made up an
> illusionist/monk. Hopefully it works out well.
>
> I'm sure that the folks at TLG were trying to please their customers with
> the changes but we geeks are a difficult bunch to please. My criticism of
> the changes wasn't intended as a slam on TLG... it's more of a "if I were in
> charge I'd have done things this way" kinda thing.
>