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Casters Nerfed, Melee Ascendant (3.5)
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<blockquote data-quote="Elder-Basilisk" data-source="post: 921493" data-attributes="member: 3146"><p>Because at those levels, the spells would be worthwhile for PCs as well. Of course, being generally worthwhile would make them more attractive and therefore more likely to be cast against PCs too. So it might be a losing bargain. (Then again, if there's a way to heal fatigue and exhaustion other than rest in 3.5e, it's all fine again).</p><p></p><p></p><p></p><p>And NPCs screwing the players using hit and run tactics is generally not fun. If the NPCs are using hit and run tactics on the PCs, these spells are great. But so would sunder and Mordenkeinen's disjunction. Try the following tactics in your game and see how the PCs react:</p><p></p><p>Round 1: Mass haste by enemy wizard.</p><p>Round 2: Teleports next to PCs with fighter</p><p>Combat round 1: Enemy wizard: targetted dispel on the PC's most obviously magical items; ready action to teleport away when the fighter finishes his round. Enemy fighter: Full attack--all sunder attempts against the dispelled item and other vulnerable items; then partial attack to finish off an item.</p><p>Readied action goes off; wizard and fighter teleport away.</p><p></p><p>Or try the above but use mordenkeinen's disjunction and don't bother readying at higher levels.</p><p></p><p>At lower levels, give an NPC ride by attack, a magic weapon, and Improved Sunder. Have him ride by the party once and sunder a weapon (even easier if he has Spirited Charge too). Or make a group of goblins who can do that. Place the situation in the dark to make it hard to target them with spells to prevent their escape.</p><p></p><p>Then tell me how much fun your players have when NPCs constantly use these tactics. And tell me how much fun you have if players decide to use such tactics.</p><p></p><p>And as for the exhaustion/fatigue helping an enemy wizard escape from angry PCs, he would be much more likely to do so if he simply used Teleport or Greater Teleport (at the same spell levels). Given his probable AC, he's unlikely to escape from even exhausted PCs by fleeing on foot--not when the PCs have missile weapons and (most likely) fly, etc.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 921493, member: 3146"] Because at those levels, the spells would be worthwhile for PCs as well. Of course, being generally worthwhile would make them more attractive and therefore more likely to be cast against PCs too. So it might be a losing bargain. (Then again, if there's a way to heal fatigue and exhaustion other than rest in 3.5e, it's all fine again). [b][/B] And NPCs screwing the players using hit and run tactics is generally not fun. If the NPCs are using hit and run tactics on the PCs, these spells are great. But so would sunder and Mordenkeinen's disjunction. Try the following tactics in your game and see how the PCs react: Round 1: Mass haste by enemy wizard. Round 2: Teleports next to PCs with fighter Combat round 1: Enemy wizard: targetted dispel on the PC's most obviously magical items; ready action to teleport away when the fighter finishes his round. Enemy fighter: Full attack--all sunder attempts against the dispelled item and other vulnerable items; then partial attack to finish off an item. Readied action goes off; wizard and fighter teleport away. Or try the above but use mordenkeinen's disjunction and don't bother readying at higher levels. At lower levels, give an NPC ride by attack, a magic weapon, and Improved Sunder. Have him ride by the party once and sunder a weapon (even easier if he has Spirited Charge too). Or make a group of goblins who can do that. Place the situation in the dark to make it hard to target them with spells to prevent their escape. Then tell me how much fun your players have when NPCs constantly use these tactics. And tell me how much fun you have if players decide to use such tactics. And as for the exhaustion/fatigue helping an enemy wizard escape from angry PCs, he would be much more likely to do so if he simply used Teleport or Greater Teleport (at the same spell levels). Given his probable AC, he's unlikely to escape from even exhausted PCs by fleeing on foot--not when the PCs have missile weapons and (most likely) fly, etc. [/QUOTE]
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