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I agree. If I were to implement such a thing as a house rule, the armor would have the durability (HP) and the player would have a system similar to the wound system from Star Wars d20, which was basically their constitution score iirc.
Clerics of all additions could cast powerful spells and wear Full Plate without issue. While some Wizard spells can easily rival or beat out Cleric spells, what's the point?
If you're a Wizard and NEED to wear full plate, you're playing him wrong. ;)
I've played all additions expect 1st and 4th. Wizards, even in 5'ed, have no need for full plate.
No reason to whine about the fact that they can with only a movement penalty.
but we are digressing about the armor vs the spellcasting. what people have fail to notice, that most of the caster have loose a lot of spell slot, by example a wizard in 3.5 have 4 9th spell against 1 in DD3.5
plus for a wizard to get the heavy armor profiency (what allows him to spellcast without malus), he need to sacrify a feat or bonus stats, what no wizard will do. especially since with shield+mage armor it's already possible to reach a very good AC. (mage armor change the natural ac of the person affected to a ac13+dex. shield is used as reaction skill for +5 ac for the turn, both are level 1 spell)
this is mostly for the cleric that some domain give heavy armor profiency for make them more resilient.
In DD5 (exept fighter) you get a ability score improvement at 4th, 8th, 12th, 16th and 19th level.
but you must choose between a feat or a stats boost.
You can use a shield if you want, but not armor. Furthermore, anything that changes your base AC does NOT stack with anything else that changes your base AC.
Thankfully no one cares what you think.
Wizards shouldnt wear armor. The End.
did you read me well, i did say it was pointless for a wizard to wear plate armor and was quite taxing in term of feat and bonus point. i was giving the combo i do use for counter this.
by using mage armor with a 14 dex, you do have a +2 modifier, added to the mage armor buff, it lead you to 15, with shield you reach 20 for 1 turn. and this is if you don't have any magical robe or ring of protection... *shrugs*
the only caster class that will use heavy armor are cleric, the other have some skill for avoid the need of it.
ps: i'm talking of the spell
Shield
1st level adjuration
Casting time: 1 reaction, which you take when you are hit by an action or targeted by magic missile spell.
range: Self
Components: V,S
Duration: 1 round
an invisible barrier of magical force appears and protect you. until the start of your next turn, you have +5 bonus AC, including against the triggering attack, and you take no damage from Magic Missile.
pss: since with the good combo of spell is pointless to wear armor, they didn't needed the system of fail for the spell casting anymore... or do you want your cleric to miss him healing word and such?
Also, divine vs arcanes. Let's list a few points.
Arcane - Wider variety and significantly more show stopping spells. Able to use MORE spells in most cases. Also able to be incredible jerks. Able to write things such as "I prepared explosive runes". Squishy as a downside unless prestiged correctly. Also armor bonus was available through spells.
Divine - Many spells that rival or are shared (At least up through 3.5) but far more limited in options. Domains were required for a number of them as well as planning. Heavier armor, recovery and a more in combat play style was implenemented (And required) because heals for the most part were TOUCH based which most people tend to forget. TBH the most OP divine spell was wall of blades which you could turn any enclosed room with a blockable enterance into a blender.