t-ice wrote:AC of 30+ for a lvl2 wiz/fght, or a wizzy buffing meleers, is good as "taking over the world" goes at appropriate CR, and a couple above.
AC = 10 + 8 armor + 1 dex + 4 tower + 3 CE + 4 mage armor = 30.
That's without Luck of Heroes or other buffs, such as barkskin, but assuming full plate. Also holds for a cleric with magic domain, where it's even more silly in self-buff (unless ACR removed that domain availability). Instant +4 armor at caster level 1.
Nothing is invulnerable, but that pretty much gives you at least a couple more CRs worth you can take, as opposed to using any other lvl1 spells than mage armor. There's good reason it doesn't stack in SRD. Also a point is that physical attacks tend to be the overwhelming majority of what PCs meet in PW practice, perhaps even disproportionally so. At low levels (and in real-time combat) AC just simply is king.
As far as mechanics is broken, this is it. Of course we can tell stories regardless of the mechanics, but while we are talking about and fixing the core rules, please take a shot at this.
Think its worth noting... that anything with a CR of 1 or 2 vs the PC from above example is only hitting that PC on a 20 either way, i.e. an AC of 30 makes no difference what so ever...
Goblins and kobolds have +1 or +2 to attack, an orc likely has +3 or +4... a Troll has I believe +9 or +10 maybe. An Ogre Berzerker has something like +14.
All I'm saying here is that the +4 extra from mage armour isn't as broken as it seems on first inspection, as it makes little difference, those it makes unhittable, were most likely unhittable beforehand.
having said that, I
am looking into a fix, but as seen in the other thread, Obsidian made a sensible fix for these spells very difficult.