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General Tabletop Discussion
*TTRPGs General
Dealing With The Fun Of Area of Effect Spells
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<blockquote data-quote="Celebrim" data-source="post: 3305627" data-attributes="member: 4937"><p>I wouldn't worry about it too much. If you stop sending mook swarms at the PC's you are basically unfairly punishing a PC for being good at what he's good at. So, give the sorcerer oppurtunity to shine.</p><p></p><p>But be aware that the RAW overestimate the CR of mook swarms versus parties with a level more than about 2 over monster CR. If it wouldn't be the overlapping fireballs, it would be the party's high AC, or the fighter's great cleave. If you continue with mook swarms be aware that you are giving out more XP than the encounters really deserve.</p><p></p><p>I find it works well for mooks to calculate thier EL at +1 per doubling of gang size rather than +2.</p><p></p><p>But yes, if you really want to challenge the party, you are going to have to mix up your challenges. Arcanes are weak against ambushers, poisoners, grapplers, and creatures with relatively high energy resistance or SR. Arcanes that rely on evocation spells are also weak against brutes (though brutes in general go down easily to SoD spells).</p><p></p><p>Your mook swarms were particularly disadvantaged because they were dumb creatures incapable of anticipating magic. Intelligent creatures will use tactics designed to negate magical attacks. They'll use missile weapons and attack from behind prepared positions with 90% cover. They'll distribute their fighting positions over a larger area to avoid being caught in a single 'artillery burst'. They use ready actions and attack spell casters while they are trying to cast. They'll wield tower shields to protect themselves until they can reach melee range and advance under cover of missile fire. They cast smoke bombs to screen thier movements, and flaming oil to annoy and distract the party. They'll sic fast moving trained war animals on spell casters and archers.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3305627, member: 4937"] I wouldn't worry about it too much. If you stop sending mook swarms at the PC's you are basically unfairly punishing a PC for being good at what he's good at. So, give the sorcerer oppurtunity to shine. But be aware that the RAW overestimate the CR of mook swarms versus parties with a level more than about 2 over monster CR. If it wouldn't be the overlapping fireballs, it would be the party's high AC, or the fighter's great cleave. If you continue with mook swarms be aware that you are giving out more XP than the encounters really deserve. I find it works well for mooks to calculate thier EL at +1 per doubling of gang size rather than +2. But yes, if you really want to challenge the party, you are going to have to mix up your challenges. Arcanes are weak against ambushers, poisoners, grapplers, and creatures with relatively high energy resistance or SR. Arcanes that rely on evocation spells are also weak against brutes (though brutes in general go down easily to SoD spells). Your mook swarms were particularly disadvantaged because they were dumb creatures incapable of anticipating magic. Intelligent creatures will use tactics designed to negate magical attacks. They'll use missile weapons and attack from behind prepared positions with 90% cover. They'll distribute their fighting positions over a larger area to avoid being caught in a single 'artillery burst'. They use ready actions and attack spell casters while they are trying to cast. They'll wield tower shields to protect themselves until they can reach melee range and advance under cover of missile fire. They cast smoke bombs to screen thier movements, and flaming oil to annoy and distract the party. They'll sic fast moving trained war animals on spell casters and archers. [/QUOTE]
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