No spell resistance vs. Orb spells? Why?

Oddly enough you're quibbling as well. If your position is so solid why do you have to argue the point over 5%?

I'd also like to point out that casting those spells is going to mean either spending a round casting yourself, or waiting for your cleric/wizard buddy to do it for you. Which seems very unlikely if Orbs are as strong as you claim.
 

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Rystil Arden said:
This post I'm quoting has been the first so far that is an ad hominem attack. James McMurray has agreed that he doesn't care about the math--the Orbs work in his game, and he's okay with that, and we've agreed to disagree. Please don't make ad hominem attacks, particularly when both people involved have settled it and you're a bystander. It stirs the pot for no reason.

How is saying "your math doesn't work because you're ignoring certain factors" the same as agreeing that I don't care about the math?
 

James McMurray said:
How is saying "your math doesn't work because you're ignoring certain factors" the same as agreeing that I don't care about the math?
I thought you said that in post 227, but if not, that's fine too. Look, let me put it this way--it will take me effort to go through entire separate builds with full feats for both characters and do all the math instead of having us say that they are otherwise equal and cancel out. If I did that and the Orb user was still doing tons more, would you agree that the Orbs are overpowered? I'm guessing not. If it was me, I would say that the differences in the builds other than the Orbs might be the cause of the differences. That's why I started out by comparing the two with all other things being equal. But if you say that will really convince you and the current math doesn't (and the current math doesn't convince you that the total math will follow the pattern), I'll be happy to do it all. It just seems like nobody would care for the additional math--I think most of the fence-sitters aren't disputing the math even at this point. I thought you had simultaneously realised that in post 227 just as I was thinking it too.
 

No, what I realized is that we were talking past each other. You dismiss my posts as "no it's not denials." I ignore your math because it doesn't give the whole picture. Even if you show beyond a shadow of a doubt that orbs are always better than area spells against a single target it won't change the fact that 1) you don't always want to do straight damage and 2) single target encounters are not the only thing that ever happens.

If a conjurer memorizes nothing but orbs and en evoker memorizes nothing but area spells and it turns out that they fight single critters constantly, the orb guy could very well be far ahead in damage. Of course, single target spells are supposed to do more damage, so that doesn't surprise me. However, if they turn out to fight nothing but groups, the orb guy is going to do nowhere near as much damage as the evoker.

IMX, YMMV, etc. the single creature encounters, especially at higher levels, are not very common. With or without orbs the amount of damage a party can output when they only have one target means that a DM is frequently forced to toss multiple opponents out there just to get the fight to last a while.

Again, if the world consists of nothing but single critters waiting around with "please nuke me" signs around their necks, the orbs are probably too strong. If most of those creatures have higher SR than average for their CR (or even outright immunity) then the orbs are almost certainly too strong. If that's the way your games go, I fully support an outright ban or nerf on orbs. It isn't the way my games go.
 

Notmousse said:
Oddly enough you're quibbling as well. If your position is so solid why do you have to argue the point over 5%?

I'd also like to point out that casting those spells is going to mean either spending a round casting yourself, or waiting for your cleric/wizard buddy to do it for you. Which seems very unlikely if Orbs are as strong as you claim.

Buff spells get cast in the game and are an integral part of DND combat, regardless of denials. Stat boost items are an integral part of DND, regardless of denials.

Orbs have a very minor to hit roll, no save for half damage, no SR, and the potential for double damage (and the 4th level version has a save for some other game affect which very few single target Evocation spells have). That means that it is energy damage magic practically without a game mechanic to determine if it works or not (the one it has rarely prevents it from not occurring).


I notice that the pro-Orb side is blowing off the fact that the average touch AC in the Monster Manual is 10.5 and 93% of creatures in it have a touch AC of 14 or less. Even without any additional magic whatsoever, a 10th level arcane caster could still hit 95% against an average touch AC from the MM. Add in the fact that people do play their PCs with buff spells, feats, special abilities, and items and the math becomes overwhelming.


Without any magic spells or items whatsoever, I can easily create an arcane caster who specializes in Orb spells who hits an average touch AC creature in the MM (we'll make it AC 11) 95% of the time by 8th level:

Dex 14 Halfling which makes it Dex 16

01 70% Point Blank Shot
02 75%
03 75% Precise Shot
04 80%
05 80%
06 90% Weapon Focus
07 90%
08 95%

And really for such a specialist, only Point Blank Shot and Precise Shot is really needed for the game (Precise Shot is needed in order to help pick off creatures already in melee combat).


But, the pro-Orb side is really missing the point of the math. It does not matter if it is 95% or 70% or whatever for a given arcane caster. Compared to other first and fourth level single target spells with a saving throw, Orbs affect their targets a higher percentage of the time and because they do such nice damage, they often force their opponents to waste time fleeing or healing (at least in our campaigns, an opponent does not always fight to the death when he is 50% or more damaged in round one).

And against Arcane casters, the 4th level Orb spell can be practically a death sentence with few defenses for a same level enemy arcane caster in round one . D6 per level is a high percentage of the hit points of most arcane casters (unless of course, pro-Orb people are now going to argue that arcane casters walk around with Con boost items, but not Dex boost items :lol: ).
 

Rystil Arden said:
The question is this: is the OP satisfied? If so, we can probably be done here.
I am.
In the way that I am convinced now that Orbs should be SR: yes.

It has been an exciting and insightful discussion. It has given me a lot of useful hints at upping the combat effectiveness of speel casters. Wasn't reaaly the point of my OP really.

The point was, why should the orb spells not be affected by SR? I saw no reason as to why. I haven't really read the schools and their definition but I can't say anything said here has made it any clearer to me that Orbs should bypass SR, other than they for some reason are conjuration.

Th very special deal about certain monsters (dragons fx) and golems in particular is that the best spells only have a limited chance of doing any good, and for golems that your best spells probably won't do any good. That deal is null with the Orbs in their current form.

I'm going to houserule Orbs to be affected by SR.

Thanks for all the input. :)
 

James McMurray said:
IMX, YMMV, etc. the single creature encounters, especially at higher levels, are not very common.
Wow.

Really?

I've played in 5 groups, with 3 different DMs, IIRC. I've played published modules and home-brews. My experience has been that as you gain levels, many "big" encounters tend to be with single creatures, or with a BBEG surrounded by mooks. (Even as I write this I'm thinking through the last 2 adventures I played, from Dungeon Magazine; One or Two BBEGs per encounter, usually.)

In both cases, SR is a big deal after 12th level or so. Being able to drop the BBEG to 2/3 its hp with one energy spell while ignoring his/her/its SR and saves? That would have been great!

Sign me up! :]
 
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Nail said:
Wow.

Really?

Yep, really. Maybe my group is just scary at dealing out damage to single foes so the GMs (including me) send multiple foes instead.

Out of ciruiosity, checking Age of worms at levels 15+ for encounters. I haven't read these, so am just looking at number of creatures per encounter. (Spoilers below)
The Prince of Red Hand:
1 - CR 10 enemy vs. EL 15 players, orbs don't matter here because you could sneeze on this guy and kill him
2 - 2 enemies, neither with SR
3 - 1 enemy, golem, orbs would rock
4 - 1 enemy with high SR, orbs would rock
5 - 4 enemies, no SR
6 - 1 enemy, orbs would rock

The Library of Last Resort
1 - 9 enemies
2 - 1 enemy, orbs would rock
3 - 6 enemies
4 - 1 enemy, no SR
5 - 4 enemies with constant 50% miss chances, orbs could blow
6 - 7 enemies
7 - 1 enemy, no SR
8 - 6 enemies
9 - 1 enemy, no SR
10 - 1 enemy, no SR
11 - 1 enemy, no SR
12 - 3 enemies
13 - 1 enemy, orbs would rock
14 - 21 enemies

Kings of the Rift (after this point I'm too lazy to type orbs would rock unless they are facing a single enemy with magic immunity or higher than average SR for its CR). Throughout this area many sections that list one or two enemies are set up so that enemy joins another fight already in progress unless here's no noise to alert them.
1 - 12 enemies
2 - 1 enemy
3 - 27 enemies
4 - 24 enemies
5 - 7 enemies
6 - 1 enemy
7 - 1 enemy
8 - 1 enemy
9 - 30 enemies, but set up so that you only encounter a small group at a time
10 - 21 enemies, but they're no challenge unless some players get screwed by a trap
11 - 1 enemy
12 - 245 enemies (no, that's not a typo. There'sa ton of little creatues, but they're carrion crawlers, so could get lucky and take out some PCs via paralysis)
13 - 1 enemy
14 - 1 enemy
15 - 2 enemies
16 - 1 really weak enemy, sneezing kills it
17 - 1 enemy
18 - 2 enemies
19 - 1 enemy
20 - 7 enemies you can sneeze on
21 - 2 enemies
(end area where single gang up)
22 - 1 enemy
23 - 1 enemy
24 - 1 enemy
25 - 1 enemy
26 - 1 enemy, orbs would rock

Into the Worm Crawl Fissure
1 - 4 enemies
2 - 9 enemies
3 - 5 enemies, 4 are golems
4 - 3 enemies, orbs would rock due to higher than average SR on 2 of the critters
5 - 2 enemies
6 - 1 enemy
7 - 6 enemies
8 - 6 enemies
9 - 1 enemy
10 - 1 enemy
11 - 1 enemy
12 - 3 enemeies
13 - 1 - 3 enemies depedning on events

Dawn o fa New Age
1 - 2 enemies
2 - 12 enemies
3 - 33 enemies
4 - 1 enemy
5 - 4 enemies
6 - 8 enemies
7 - 6 enemies
8 - 4 enemies
9 - 4 enemies
10 - 1 enemy
11 - 6 enemies
12 - 4 enemies
13 - 1 enemy
14 - 3 enemies
15 - 9 enemies

Out of 74 encounters, 32 are against a single foe. Of those, only a handful have SR that's higher than their CR would indicate and therefor play fully to the strengths of orbs. 30 of them are against groups of 4 or more, and hence play to the weakness of single targetted spells. 10 of them are against 10+ enemies, making an orb focused caster really sad. One of them is against 245 enemies, which will make a guy that focused on orbs wish he hadn't thrown away his crossbow 15 levels ago. ;)
 



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