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BG3 and 5E Theories. Top 10.
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<blockquote data-quote="Dausuul" data-source="post: 9288498" data-attributes="member: 58197"><p>SG works great on Balanced difficulty. The problem is that in higher difficulties, the monsters are substantially tougher and get higher save bonuses, and SG doesn't just knock them right down any more. Your cleric will have their concentration disrupted (monsters are smart enough to focus-fire concentrating casters) before they get more than a couple pulses off. Moreover, many enemies have a ranged attack option, and they will use it rather than enter a hazardous area.</p><p></p><p>Spells that inflict damage over time require you to both protect the caster (so they don't lose concentration) and channel the enemy into a kill zone that constrains their ability to reach you; ideally a corridor or doorway with walls that block arrows and limit how many melee warriors can engage your party. SG fails both requirements. The caster has to stand right up front, and the kill zone's effectiveness depends on you being surrounded.</p><p></p><p>Even Fireball is only so-so in Tactician. The most effective instant damage spells are generally lightning and cold, because you can throw or conjure water to inflict vulnerability to those elements. But mostly, if you want to deal damage, you bring somebody with spiky metal objects (or fists that do a good impression of same) and a bad attitude. Then you cast Hold Person/Monster, duck behind a rock, and watch the people with spiky things lay down the auto-crits.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 9288498, member: 58197"] SG works great on Balanced difficulty. The problem is that in higher difficulties, the monsters are substantially tougher and get higher save bonuses, and SG doesn't just knock them right down any more. Your cleric will have their concentration disrupted (monsters are smart enough to focus-fire concentrating casters) before they get more than a couple pulses off. Moreover, many enemies have a ranged attack option, and they will use it rather than enter a hazardous area. Spells that inflict damage over time require you to both protect the caster (so they don't lose concentration) and channel the enemy into a kill zone that constrains their ability to reach you; ideally a corridor or doorway with walls that block arrows and limit how many melee warriors can engage your party. SG fails both requirements. The caster has to stand right up front, and the kill zone's effectiveness depends on you being surrounded. Even Fireball is only so-so in Tactician. The most effective instant damage spells are generally lightning and cold, because you can throw or conjure water to inflict vulnerability to those elements. But mostly, if you want to deal damage, you bring somebody with spiky metal objects (or fists that do a good impression of same) and a bad attitude. Then you cast Hold Person/Monster, duck behind a rock, and watch the people with spiky things lay down the auto-crits. [/QUOTE]
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