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Probably the most powerful stunt you can pull as an epic mage is a heavily metamagic'd Polar Ray. We're talking Empowered, Maximized, and whatever else you can wedge into 'Epic Spell Capacity' slots. And then cast Quickened True Strike before the polar ray, so you don't miss, since even the touch AC on epic enemies tends to be high.
Unfortunately, a lot of that isn't an option in NWN, since there are very few touch spells (and all of the touch spells that do exist are melee). NWN2 does remedy that by adding the orb spells and polar ray. Of course there's nothing stopping someone from adding touch spells to NWN, but it's not something you can count on by default.
In NWN, you're basically down to Isaac's Greater/Lesser Missile Storm and Interposing Hand. There's also Forceful Hand since a medium character needs a 38 strength to have a 50% chance to succeed against the grapple check. Even Ray of Enfeeblement has a save, so no reducing a target's strength before hitting them with a Forceful Hand. Although, the Hand spells aren't implemented as creatures, and there's one save offered against them, so if you fail you're going down for a long time. It does feel cheap to keep spamming the same three or four spells all time.
That said the hit-me mage does seem to be an option again. IIRC, they had at one point changed the damage shield spells so that the mage had to take at least a point of damage before they triggered, but that does not seem to be the case in the EE. So you can cast Epic Warding on yourself, buff up with Death Armor, Elemental Shield and Mestil's Acid Sheath and wait for enemies to attack you (or force them to make AoOs). All the damage from their attacks gets absorbed by Epic Warding and they take all the damage from the three shield spells.
Mage wins just about everything else including defenses, AoE, utility/support and consistency/versatility. If one way of killing things doesn't work they have a ton of fallbacks.
Then again with a lv40 cap you could do something like a Wizard 17 Melee 23 Time Stop + Dev Crit build and get the best of both worlds...
then there is the level 40 mage who can summon nasty horrible things to hide behind while he blows up group after group. Even a magic missile will outright kill a lot of stuff at that point. The figher can whop a group sort of with whirlwind attacks, but its nothing like level 40 mage bombs. The fighter is probably a WM, but even so the lack of crits vs high end enemy negates a lot of that, may as well be a fighter. The mage feels much stronger, once you add in the defense spells and summons and all...
to put it another way, try hardcore d&d rules and take your best fighter and your best mage (started at level 1 in the intro) through the OC and do the docks district. Tell me which one struggled and which one walked thru it. No henchman for this test.
Fighter shines at 4 or 6, and similarily warrior classes shine anywhere prior to 9.
So, really each class has a point and a different place of power. Especially when working as a group.
Other factors such as server magic item limits can impact classes. Lower magic servers favor casters.. but they also tend to be lower level which favors warrior classes.
Have you ever played NWN?
There's truth in talking about who shines at what level, but THE major factor is the magic level. A fighter is (theoretically) pathetic once mages and clerics get disabling spells. One hold person and it is Meet Your Maker time.
So fighters et al get access to items with immunities to spell effects. That effectively makes playing a illusion or enchantment focused mage pointless because immunity to mind effects is always given first. The only immunity that isn't commonly used is immunity to evocation spells and they stop increasing in power at lvl20, while the fighter keeps racking up those hit points.
DnD is a party game. There's always a chance for one member of the party to save the quest. NWN, played as a single player game means fighter types are useless beyond the first few levels without MP magical support or a world with immunities on items.
So, the answer is , it depends where/what you play, no?
Have fun :)
Very true in tabletop as well. So long as a fighter has HP left, he can keep killing at full effect.
Caster runs out of juice, and they become virtually worthless, except Cleric, who becomes a weak fighter.
nwn xp penalty per ally for one. If the familiar dies, you take a hit, which is significant at level 1. You probably are terrible with the crossbow, lacking any feats to shoot it faster and lacking BAB to hit consistently. Add in opportunity attacks vs ranged if something targets YOU.
Its a good setup, but it has the same issues all early caster builds have. If things go wrong, they will go terribly wrong. The fighter experience is, if nothing else, consistent and predictable.
XP penalty is usually an implicit admission that something is stronger, like multiclass penalty and ECL races.
At level 1 the difference is like, 2 to 3AB and there's no extra attack feats. If you can't hit consistently, chances are neither will the Fighter and it'll be unplayable for Dex Rogues and Monks. It's level 1, even the Fighter won't have the bulk of their BAB or abilities. The AB creep isn't really felt until maybe level 6 or so, by which point the mage has more options.
If the familiar dies or you get hit, usually it's a mistake on the part of the player considering the free familiar heals. A level 1 caster can quite convincingly go into Stealth Mode too so that the badger always goes first, and exploit the Follow command to provoke AoOs that force enemies to look the other way.
So imo any situation at level 1 where something can plow through the combined 30-40 HP of a mage's party with a 21AC Badger tank would also kill a 14 HP Fighter who can only match that AC if they can afford full plate and a tower shield at level 1.
As for repeated knockdowns, the game has a "getting up" state of a few split seconds where you can time a spell cast which, if hasted or quickened, will skip the casting animation and go off before the next knockdown. The mage also gets a check to get out each turn, which if they're a Sorc/Paladin who skill dumped at the last level they'll have a chance to get out. It's not airtight and it's a very PvP-specific situation that implies no Time Stop/Gsanc/Invis on the caster to prevent that in the first place. Something like a spell out of GSanc followed by Time Stop and 3 more spells can be done at range and don't allow a check at all so it's much dirtier imo.
Mages need more micromanagement and more knowledge of the game's mechanics and sometimes, bugs and engine quirks, but they're consistently stronger under default rules. A setting will need very extensive nerfs to summon duration and rest restrictions early on, then more nerfs to other spells like the damage shields and Epic Warding, and if PvP, even more nerfs to control and stealth spells like Bigbys, True Seeing, Time Stop and GSanc to balance it out. PvP servers like Bastions of War have long lists of spell changes in the name of fairness for instance, and even then most of the melee characters aren't your usual Fighter type but have some cheese class like Monk mixed in.