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Are Buff Spells Overpowered?
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<blockquote data-quote="Simulacrum" data-source="post: 384237" data-attributes="member: 7749"><p>All this is irrelevant to party (NPC's) that can bring up two spellcasters. No matter how fat your Fireball is and how high you manage to wind up you spells DCs a simple counterspell ruins your plans and gives the Fighters a chance to mash them up badly. in high levels you dont even have to roll dice to know what spell is comming at you. the typical spell like Disintigrate can be nicely turned against the caster with a simple +1spellblade.</p><p>If you buy yourself some high grade greater dispelling scrolls noone can beat you even with the most exotic spell. Then the *real* tactics decide the match not some lame spell hurling contest by the mages. A ring of counterspells is a must for every mage/cleric. Its really effective...you'll never bother about either buff or damge spells. The best spells IMHO are those that dont deal damage but distract your enemy like illusions or very high level enchantment. Brining a freshly Dominated bad ass monster with you is a good example. polymorphing simple (but trained) dogs in dire wolves another...blablabla.</p><p>The choices are much funnier then thinking about how much damage you could deal out.</p><p>As DM it's your job to make things EVEN and not let the game become a singular blast'em boredom.</p><p>Use just everything in such a fashion that noone can get a real advantage over the other. Make them NPC's clever and recourceful...it why they got so powerful right?</p><p>The best thing is to use divination and scrying for everyone. Make spy's and information gatherer the most important people in your game (in real live they are the most important people!)</p><p>Knowing yoiur enemy (and the enemy knowing you) makes it very hard for each side to get on top to easily.</p><p>Always incorporate third partys that are dangerous too but just wait until some or both opponents weaken up a bit to dominate the PC's and the NPC's in one strike.</p><p>That makes the forces even more cautious and remembers them to keep low profiles and to lessen their demands and lust to kill.</p><p>This is when it gets roleplayish and the magic hurling gets secondary!</p><p>If you dont get it even introduce items that make it very easy to fend off at least 50% of the cast magic.</p><p>Really it's easy and satisfying. Just declare how recourceful a long lasting organization is. Make them mysteriously and give them enough contacts and contracts to keep them in a position that demands the players or the NPC's to be careful and show the enemy respect.</p></blockquote><p></p>
[QUOTE="Simulacrum, post: 384237, member: 7749"] All this is irrelevant to party (NPC's) that can bring up two spellcasters. No matter how fat your Fireball is and how high you manage to wind up you spells DCs a simple counterspell ruins your plans and gives the Fighters a chance to mash them up badly. in high levels you dont even have to roll dice to know what spell is comming at you. the typical spell like Disintigrate can be nicely turned against the caster with a simple +1spellblade. If you buy yourself some high grade greater dispelling scrolls noone can beat you even with the most exotic spell. Then the *real* tactics decide the match not some lame spell hurling contest by the mages. A ring of counterspells is a must for every mage/cleric. Its really effective...you'll never bother about either buff or damge spells. The best spells IMHO are those that dont deal damage but distract your enemy like illusions or very high level enchantment. Brining a freshly Dominated bad ass monster with you is a good example. polymorphing simple (but trained) dogs in dire wolves another...blablabla. The choices are much funnier then thinking about how much damage you could deal out. As DM it's your job to make things EVEN and not let the game become a singular blast'em boredom. Use just everything in such a fashion that noone can get a real advantage over the other. Make them NPC's clever and recourceful...it why they got so powerful right? The best thing is to use divination and scrying for everyone. Make spy's and information gatherer the most important people in your game (in real live they are the most important people!) Knowing yoiur enemy (and the enemy knowing you) makes it very hard for each side to get on top to easily. Always incorporate third partys that are dangerous too but just wait until some or both opponents weaken up a bit to dominate the PC's and the NPC's in one strike. That makes the forces even more cautious and remembers them to keep low profiles and to lessen their demands and lust to kill. This is when it gets roleplayish and the magic hurling gets secondary! If you dont get it even introduce items that make it very easy to fend off at least 50% of the cast magic. Really it's easy and satisfying. Just declare how recourceful a long lasting organization is. Make them mysteriously and give them enough contacts and contracts to keep them in a position that demands the players or the NPC's to be careful and show the enemy respect. [/QUOTE]
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