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General Tabletop Discussion
*TTRPGs General
Balancing 13th level combats
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<blockquote data-quote="Fenes 2" data-source="post: 489176" data-attributes="member: 6166"><p>IMC, we currently have not many spellcasters. One campaign has a level 11 paladin (with 3 or 4 levels of that in a non-spellcasting Paladin-Prestige Class) and a level 11 bard (mainly using magic for healing, performance-enhancements and some utility). Needless to say that in that campaign the combats are decided by swordplay and archery, not sorcery.</p><p>It causes longer and - imho - more cinematic fights. No save or die spells there, nor 1.5 round fights.</p><p></p><p>In the other campaign the level 14 sorceress is not dominating in combat due to a lack of diversity in her attack spells (apart from magic missile every attack spell is a fire d6-dmg type spell, no save or die spells, and not much of the powerful utiliy of a standard sorcerer (alter self instead of polymorph self or fly, invisibility instead of improved invisibility, no haste) as well as enviromental reasons (arcane casters are considered heretics that should be burned at the stake in the country the party is living in) and roleplaying reasons (the character recently became a genie bound in a bottle in the possession of another PC).</p><p></p><p>Should the DM fail to take her limitations into consideration battles would be short though - against non-fire-protected or magic resitant enemies on an open battlefield with free line of sight and no cover the opponents would be toast in short order.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 489176, member: 6166"] IMC, we currently have not many spellcasters. One campaign has a level 11 paladin (with 3 or 4 levels of that in a non-spellcasting Paladin-Prestige Class) and a level 11 bard (mainly using magic for healing, performance-enhancements and some utility). Needless to say that in that campaign the combats are decided by swordplay and archery, not sorcery. It causes longer and - imho - more cinematic fights. No save or die spells there, nor 1.5 round fights. In the other campaign the level 14 sorceress is not dominating in combat due to a lack of diversity in her attack spells (apart from magic missile every attack spell is a fire d6-dmg type spell, no save or die spells, and not much of the powerful utiliy of a standard sorcerer (alter self instead of polymorph self or fly, invisibility instead of improved invisibility, no haste) as well as enviromental reasons (arcane casters are considered heretics that should be burned at the stake in the country the party is living in) and roleplaying reasons (the character recently became a genie bound in a bottle in the possession of another PC). Should the DM fail to take her limitations into consideration battles would be short though - against non-fire-protected or magic resitant enemies on an open battlefield with free line of sight and no cover the opponents would be toast in short order. [/QUOTE]
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