Casting a simple extended mage armour spell & perhaps protection from evil (both level one spells) on a fighter is almost like making him invincible for the majority of encounters.
1) Mage armor should not stack with the armor bonus from fullplate, at least by PnP rules, also normal mage armor sucks and improved is the way to go
2) Even if both those spells magically worked on a fighter it would give him a max of +8 AC against enemies of one alignment. That is not invincible, nor does it take in to account the spells needed to make his damage output more amazing and keep him alive (burning weapon, greater magic weapon, bull/cat/bear, haste, displacement, stone skin, elemental immunity, keen weapon, etc.) If I am in a group with a single fighter I have to buff, he probably gets about 1/3 of my spells dedicated solely to making him awesome, and then I blow another 1/3 on keeping myself alive due to the AI's rule of "attack the squishiest thing I can see!"
3) Why must it be the caster's job to sacrifice a bunch of slots to make the fighter better? I am not saying that as being against playing a support role in a group, but why must that be our only option? If a fighter would rather go archer and do more DPS nobody is going to argue, but if a caster would rather blow a lot of stuff up than buff people, everyone gets mad.
I do side with the people who want more rest areas in the game, in places you have to wade through fights to get to, just to start more fights (outside Ixis, the temple in Mossdale, etc.) IMHO, those are places adventurers might choose to camp "Hey, this cave is probably crawling with enemies, we shouldn't run in until we are as ready as possible. Maybe we'll get a random encounter, but better than going in at 1/2 tank and having our buffs fade or our healer run out of spells."






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