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Dealing with Greater Invisibility
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<blockquote data-quote="Greenfield" data-source="post: 7355271" data-attributes="member: 6669384"><p>Okay, I can see your point.</p><p></p><p>Suppose my Wiz casts the GI on the big great-weapon fighter?</p><p></p><p>If the monster's AC drops without their DEX then that's an invitation for the fighter to Power attack.</p><p></p><p>The normal weakness of the two-handed weapon is that it denies the fighter a shield. They dish out a lot of damage but they take a lot of damage. It's a trade off.</p><p></p><p>If he isn't taking damage though then you can expect him to deal 50+ points of damage a round by 11th level, and saty in there doing exactly that until the target is a lump of bloody hamburger.</p><p></p><p>Or maybe the caster throws it on himself and then peppers with Scorching Ray. At level 11 that's 12 dice, no Save, or 42 points per round. A couple rounds of that can ruin your whole day.</p><p></p><p>The Rogue would get two attacks dealing a D6 + Str + magic for a short sword, plus six D6 sneak (21 points on average) for a total of 26 or so per hit. Figure 1.5 hits that's 39 points per round.</p><p></p><p>The archer? Presume Point Blank Shot and a magic bow? Maybe a Mighty for a few points more? He's doing a D8 +5 or so per hit. Lowest DPS in the party, when you come right down to it.</p><p></p><p>Since the Wiz (in theory) has an Intelligence score, and shouldn't be afraid to use it, why would he/she give this buff sell to the Archer? Archer is already safest, in that he/she can stay outside of melee range, and any charge or ranged attack the foe tries will draw AoO rom all the close in damage machines. </p><p></p><p>Sorry, that's sort of nit-picking. The point is that if the monster is going to actually win/survive this fight it can't afford to just write off any attacker. It needs to beat them all, or drive them off.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 7355271, member: 6669384"] Okay, I can see your point. Suppose my Wiz casts the GI on the big great-weapon fighter? If the monster's AC drops without their DEX then that's an invitation for the fighter to Power attack. The normal weakness of the two-handed weapon is that it denies the fighter a shield. They dish out a lot of damage but they take a lot of damage. It's a trade off. If he isn't taking damage though then you can expect him to deal 50+ points of damage a round by 11th level, and saty in there doing exactly that until the target is a lump of bloody hamburger. Or maybe the caster throws it on himself and then peppers with Scorching Ray. At level 11 that's 12 dice, no Save, or 42 points per round. A couple rounds of that can ruin your whole day. The Rogue would get two attacks dealing a D6 + Str + magic for a short sword, plus six D6 sneak (21 points on average) for a total of 26 or so per hit. Figure 1.5 hits that's 39 points per round. The archer? Presume Point Blank Shot and a magic bow? Maybe a Mighty for a few points more? He's doing a D8 +5 or so per hit. Lowest DPS in the party, when you come right down to it. Since the Wiz (in theory) has an Intelligence score, and shouldn't be afraid to use it, why would he/she give this buff sell to the Archer? Archer is already safest, in that he/she can stay outside of melee range, and any charge or ranged attack the foe tries will draw AoO rom all the close in damage machines. Sorry, that's sort of nit-picking. The point is that if the monster is going to actually win/survive this fight it can't afford to just write off any attacker. It needs to beat them all, or drive them off. [/QUOTE]
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