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<blockquote data-quote="bleezy" data-source="post: 6412350" data-attributes="member: 6778458"><p>But there needs to be a significant advantage to using area attacks against a stand. If I cast a cantrip at a stand, that actually represents me casting it ten times over the course of a minute. That why the damage affects the entire stack, instead of just 1/10th of it. That's abstract, sure, but it makes sense to me. But fireball should affect the entire stack yet only take 1 action (6 seconds) to cast. So a wizard who could cast five fireballs should be able to easily obliterate 50+ orcs in a minute. That's the whole point of area spells.</p><p></p><p>If a wizard casts disintegrate or finger of death at a stack (a waste of a good spell), it should do a maximum of (max stack HP)/(number of creatures in the stack) but it should still only take 6 seconds. Area spells should do their full damage to a stack.</p><p></p><p>Likewise, a fighter should be able to do something like drink a potion or blow a horn of blasting without wasting a full minute.</p><p></p><p>Maybe it would be best to let every solo take one standard action and also attack one stack (or multiattack one stack), or just take 10 regular turns and not be able to attack any stacks. OR you make the PC actually fight out a 10 round fight against the surrounding monsters if he wants to take any action other than just moving or attacking a stack.</p><p></p><p>Also, these rules don't seem to deal with ranged attacks well. Being surrounded by troops shouldn't protect a PC from archers because 1) the arrows will be coming from above and 2) archers on the battlefield won't be shooting at any particular soldier, they will be attacking an area.</p></blockquote><p></p>
[QUOTE="bleezy, post: 6412350, member: 6778458"] But there needs to be a significant advantage to using area attacks against a stand. If I cast a cantrip at a stand, that actually represents me casting it ten times over the course of a minute. That why the damage affects the entire stack, instead of just 1/10th of it. That's abstract, sure, but it makes sense to me. But fireball should affect the entire stack yet only take 1 action (6 seconds) to cast. So a wizard who could cast five fireballs should be able to easily obliterate 50+ orcs in a minute. That's the whole point of area spells. If a wizard casts disintegrate or finger of death at a stack (a waste of a good spell), it should do a maximum of (max stack HP)/(number of creatures in the stack) but it should still only take 6 seconds. Area spells should do their full damage to a stack. Likewise, a fighter should be able to do something like drink a potion or blow a horn of blasting without wasting a full minute. Maybe it would be best to let every solo take one standard action and also attack one stack (or multiattack one stack), or just take 10 regular turns and not be able to attack any stacks. OR you make the PC actually fight out a 10 round fight against the surrounding monsters if he wants to take any action other than just moving or attacking a stack. Also, these rules don't seem to deal with ranged attacks well. Being surrounded by troops shouldn't protect a PC from archers because 1) the arrows will be coming from above and 2) archers on the battlefield won't be shooting at any particular soldier, they will be attacking an area. [/QUOTE]
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