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Balancing 13th level combats
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<blockquote data-quote="Graf" data-source="post: 488587" data-attributes="member: 3087"><p>General agreement with what's been posted here.</p><p></p><p>I DM a similar group (10th level or so). I've encountered situtations where what you say is definitely ture but over all I think its fairly easy to balance out combats. The mage has max int (23ish?), evoker with evocation specialization, for tough fights he uses fox's cunning (bull's strength for int) So monsters save infrequently against him. He frequently fills up his 2nd level spell slots with MM (and Nox's Lashing Whip from one of MC/SKR's old games).</p><p></p><p>Whie he's the most dangerious damage causer I don't really feel like his presence is unbalancing.... as the sort of foes you face and the situations you face them in increase magic's effectiveness fluxuates wildly.</p><p></p><p>I agree w mkletch. Monsters of different types help balance out a game. If you face the same type of challenge over and again you'll find that one class or specific character build is excessively useful.</p><p></p><p>Thinking back over it the following things in the game have happened in my game to limit mage power:</p><p>1. (number one for a reason). The speed of opponets... with someone in the party who goes 100 and lots of monsters (blood reaper from CCII for example, wizards with expidetous retreat, etc) with speeds above 50 its pretty tricky for the whole party to keep up. If they fight -tight- this won't work but people have an unbeleiveable tendency to run after things. And leave the poky wizard (and the platemail wearing guys) behind.</p><p>2. Visibilty, recently facing someone with serious weather control they encountered a fog which got thicker and thicker. A wizard with a visbile range of 20 ft isn't going to be tossing fireballs around. Give some bowmen a 1st level spell that doubles your vision in fog and some poisoned bows and he's pretty unhappy (true strike helps)</p><p>3. Invisibilty, a sorcerer can summon monsters and remain invisible. A hasted caster can throw a lightning bolt and then turn invisible (to be cheezy do this with a ring, its a standard action). Detect magic won't let you find the location of an aura until round 3....</p><p>4. SR becomes common 7th or so level. Its rare for a monster to not have some sort of spell resistence, spell or element immunity. This goes a long way toward fixing things.</p><p>5. Monster intelligence (my other #1). Spell casting monsters & foes know how magic works and to best disrupt it. They focus on spellcasters, have socerers with Dispel magic hanging around with prepared actions, throw grenades with touch based inhalation poisons (paralysis or something like that), etc. Even a bunch of archers ready to fire at the wizard and disrupt spells help.</p><p></p><p>Though if you're the player its hard to implement this stuff you might want to mention it to the DM.</p></blockquote><p></p>
[QUOTE="Graf, post: 488587, member: 3087"] General agreement with what's been posted here. I DM a similar group (10th level or so). I've encountered situtations where what you say is definitely ture but over all I think its fairly easy to balance out combats. The mage has max int (23ish?), evoker with evocation specialization, for tough fights he uses fox's cunning (bull's strength for int) So monsters save infrequently against him. He frequently fills up his 2nd level spell slots with MM (and Nox's Lashing Whip from one of MC/SKR's old games). Whie he's the most dangerious damage causer I don't really feel like his presence is unbalancing.... as the sort of foes you face and the situations you face them in increase magic's effectiveness fluxuates wildly. I agree w mkletch. Monsters of different types help balance out a game. If you face the same type of challenge over and again you'll find that one class or specific character build is excessively useful. Thinking back over it the following things in the game have happened in my game to limit mage power: 1. (number one for a reason). The speed of opponets... with someone in the party who goes 100 and lots of monsters (blood reaper from CCII for example, wizards with expidetous retreat, etc) with speeds above 50 its pretty tricky for the whole party to keep up. If they fight -tight- this won't work but people have an unbeleiveable tendency to run after things. And leave the poky wizard (and the platemail wearing guys) behind. 2. Visibilty, recently facing someone with serious weather control they encountered a fog which got thicker and thicker. A wizard with a visbile range of 20 ft isn't going to be tossing fireballs around. Give some bowmen a 1st level spell that doubles your vision in fog and some poisoned bows and he's pretty unhappy (true strike helps) 3. Invisibilty, a sorcerer can summon monsters and remain invisible. A hasted caster can throw a lightning bolt and then turn invisible (to be cheezy do this with a ring, its a standard action). Detect magic won't let you find the location of an aura until round 3.... 4. SR becomes common 7th or so level. Its rare for a monster to not have some sort of spell resistence, spell or element immunity. This goes a long way toward fixing things. 5. Monster intelligence (my other #1). Spell casting monsters & foes know how magic works and to best disrupt it. They focus on spellcasters, have socerers with Dispel magic hanging around with prepared actions, throw grenades with touch based inhalation poisons (paralysis or something like that), etc. Even a bunch of archers ready to fire at the wizard and disrupt spells help. Though if you're the player its hard to implement this stuff you might want to mention it to the DM. [/QUOTE]
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