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General Tabletop Discussion
*TTRPGs General
Are spell DC's too low?
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<blockquote data-quote="WizarDru" data-source="post: 2462905" data-attributes="member: 151"><p>Well, sorcerors don't have to know ahead of time....that's the whole point of BEING a sorceror. Limited utility, but rapid response. Now, if you're refering to a DM shutting down a wizard's ability to get new spells...then yes, they'll be at a disadvantage: but that has nothing to do with the feats in question or their DCs, either way.</p><p></p><p>Sorcerors have few spells: they know this, and should select accordingly. It's no accident that most sorcerors stick to a couple of simple templates: they can't afford to be too tricky...you don't have the capacity for it. Most sorcerors develop into one-trick ponies: the blaster, the buffer, the rogue multi-classer, etc.</p><p></p><p>Wizards have much more access, and get more spells EVEN if the DM shuts them down. Proper preparation is the key for them. Most wizards I've ever seen (on either side of the table) fall into one of two categories: boy-scouts and specialists. Boy-scouts are 'always prepared'. They reserve certain slots for utility spells every day, regardless of need. They know what they <em>might</em> need, and keep a few spells ready for emergencies. For example, I know more than one mage who keeps a Silenced Dispel Magic ready at all times...just in case. Specialists are the opposite; they prepare for the day's mission in full-force. If they run into something that they aren't prepared to deal with, they just say "Guys, we need to retreat until tomorrow, when I can deal with this..." or they carry scrolls and potions for such emergencies (and later, Rings of Storing, Wands and so forth). Its no different than a warrior having a bow AND a sword...preparation for the right situation is desirable, if not always attainable.</p><p></p><p>As for knowing the best DCs: often, it's intuitvely obvious. Paper-Rock-Scissors applies, here; generally, every creature has a weakness. Physically strong usually means a good FORT, highly intelligent usually means good WILL, and fast usually means a good REF. It's a simple run. Sometimes you learn the hard way what spells work best where....but overall, you pick your targets appropriately. Big creature with heavy natural armor? Use a touch spell. Incorporeal or high AC creature? Use a force effect. High saves or SR? Use a spell that doesn't grant one. </p><p></p><p>It's impossible to always have the right spell, but it's not impossible to have one right for the situation most of the time.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 2462905, member: 151"] Well, sorcerors don't have to know ahead of time....that's the whole point of BEING a sorceror. Limited utility, but rapid response. Now, if you're refering to a DM shutting down a wizard's ability to get new spells...then yes, they'll be at a disadvantage: but that has nothing to do with the feats in question or their DCs, either way. Sorcerors have few spells: they know this, and should select accordingly. It's no accident that most sorcerors stick to a couple of simple templates: they can't afford to be too tricky...you don't have the capacity for it. Most sorcerors develop into one-trick ponies: the blaster, the buffer, the rogue multi-classer, etc. Wizards have much more access, and get more spells EVEN if the DM shuts them down. Proper preparation is the key for them. Most wizards I've ever seen (on either side of the table) fall into one of two categories: boy-scouts and specialists. Boy-scouts are 'always prepared'. They reserve certain slots for utility spells every day, regardless of need. They know what they [i]might[/i] need, and keep a few spells ready for emergencies. For example, I know more than one mage who keeps a Silenced Dispel Magic ready at all times...just in case. Specialists are the opposite; they prepare for the day's mission in full-force. If they run into something that they aren't prepared to deal with, they just say "Guys, we need to retreat until tomorrow, when I can deal with this..." or they carry scrolls and potions for such emergencies (and later, Rings of Storing, Wands and so forth). Its no different than a warrior having a bow AND a sword...preparation for the right situation is desirable, if not always attainable. As for knowing the best DCs: often, it's intuitvely obvious. Paper-Rock-Scissors applies, here; generally, every creature has a weakness. Physically strong usually means a good FORT, highly intelligent usually means good WILL, and fast usually means a good REF. It's a simple run. Sometimes you learn the hard way what spells work best where....but overall, you pick your targets appropriately. Big creature with heavy natural armor? Use a touch spell. Incorporeal or high AC creature? Use a force effect. High saves or SR? Use a spell that doesn't grant one. It's impossible to always have the right spell, but it's not impossible to have one right for the situation most of the time. [/QUOTE]
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