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<blockquote data-quote="NewJeffCT" data-source="post: 5504929" data-attributes="member: 10784"><p>I had the buffs on a spreadsheet when I could. It was not always practical at the table, though. </p><p></p><p>But, given the random nature of dispel magic, it is not the actual math that was a problem. If somebody had 8 "buff" spells on them, you would have to roll 8 times and compare the Dispel Magic roll vs the caster's DC 8 separate times. And, then you'd have to remember that if the buffing spell that gives a +4 deflection bonus to AC is now dispelled, the PC's armor class does not drop by 4 in all cases - the +3 ring of protection that was superceded by the +4 spell is now in effect, so the net was only a drop in the AC by one. Or, maybe the PC does not have a +3 ring, but the spell that gave a +2 bonus to AC (along with another effect) is now the primary Deflection bonus, so the net AC drop is only 2 instead of 4.</p><p></p><p>Another reason why rounds took so long was because of the size of my group - with three casters (cleric, sorcerer & psion) two or three tanks (dwarf fighter & goliath barbarian, and human fighter) and two "speed" PCs (rogue-spellthief & paladin of freedom), it was almost impossible for me to throw a SOLO monster type at them. (when they were level 13 or so, they annihilated a CR:18 blue dragon, nearly taking him down in one round - last time a ran a SOLO that campaign) I would need to have several major bad guys and bunch of supporting types on the table in order to make it a challenging combat.</p><p></p><p>Example - for the climactic combat of the campaign when the party was level 18, the bad guys were: </p><p>level 20 evil high cleric; </p><p>level 16 evil cleric; </p><p>a level 16 wizard; </p><p>three level 11 or 12 clerics; </p><p>a dozen royal bodyguards for the evil high cleric, all level 12 fighters;</p><p>Another 40 or so low level warriors (they were assaulting the temple of the evil high cleric after all);</p><p>a powerful evil anti-paladin, mounted on a super-nightmare (cauchmar?)</p><p>Oh, and a pit fiend.</p><p></p><p>The evil high cleric's first action was to gate in a fiendish advanced beholder, who then proceeded to catch several party members in its anti-magic eye ray. The pit fiend summoned an ice devil.</p><p></p><p>So, the bad guys had nearly 100 attacks per round (though, the sorcerer and cleric made quick work of all but one of the 40 low level warriors). The PCs also had the aid of an NPC fighter who was mounted on a medium sized good dragon. A few other NPCs came to aid the players as well.</p></blockquote><p></p>
[QUOTE="NewJeffCT, post: 5504929, member: 10784"] I had the buffs on a spreadsheet when I could. It was not always practical at the table, though. But, given the random nature of dispel magic, it is not the actual math that was a problem. If somebody had 8 "buff" spells on them, you would have to roll 8 times and compare the Dispel Magic roll vs the caster's DC 8 separate times. And, then you'd have to remember that if the buffing spell that gives a +4 deflection bonus to AC is now dispelled, the PC's armor class does not drop by 4 in all cases - the +3 ring of protection that was superceded by the +4 spell is now in effect, so the net was only a drop in the AC by one. Or, maybe the PC does not have a +3 ring, but the spell that gave a +2 bonus to AC (along with another effect) is now the primary Deflection bonus, so the net AC drop is only 2 instead of 4. Another reason why rounds took so long was because of the size of my group - with three casters (cleric, sorcerer & psion) two or three tanks (dwarf fighter & goliath barbarian, and human fighter) and two "speed" PCs (rogue-spellthief & paladin of freedom), it was almost impossible for me to throw a SOLO monster type at them. (when they were level 13 or so, they annihilated a CR:18 blue dragon, nearly taking him down in one round - last time a ran a SOLO that campaign) I would need to have several major bad guys and bunch of supporting types on the table in order to make it a challenging combat. Example - for the climactic combat of the campaign when the party was level 18, the bad guys were: level 20 evil high cleric; level 16 evil cleric; a level 16 wizard; three level 11 or 12 clerics; a dozen royal bodyguards for the evil high cleric, all level 12 fighters; Another 40 or so low level warriors (they were assaulting the temple of the evil high cleric after all); a powerful evil anti-paladin, mounted on a super-nightmare (cauchmar?) Oh, and a pit fiend. The evil high cleric's first action was to gate in a fiendish advanced beholder, who then proceeded to catch several party members in its anti-magic eye ray. The pit fiend summoned an ice devil. So, the bad guys had nearly 100 attacks per round (though, the sorcerer and cleric made quick work of all but one of the 40 low level warriors). The PCs also had the aid of an NPC fighter who was mounted on a medium sized good dragon. A few other NPCs came to aid the players as well. [/QUOTE]
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