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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do you think the ___ Orb line of spells are too powerful?
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<blockquote data-quote="KarinsDad" data-source="post: 3701386" data-attributes="member: 2011"><p>Criticals: 5% chance of rolling a 20, 80+% chance of hitting afterwards on range touch.</p><p></p><p></p><p></p><p>Yes, I know. But what is less obvious is the synergies at higher levels. The author of that table just put a table together. He did not consider the synergies at those higher levels because the core spells do not go that high for single target damage.</p><p></p><p>Sure, someone can Empower Fireball and Quicken Fireball pretty easily. But, that's only 82 points of damage with two saves, two spell resistances, no massive damage save, etc. Empowered Orb and Quickened Orb is 128 points with zero saves and zero resistances. Many 15th level opponents cannot take 128 points of damage with two saves versus massive damage to boot. And that's if neither of those spells critical where virtually no 15th level opponent survives. This situation is one where most 15th level opponents die against two metamagicked spells maybe 80% of the time. Next. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Unlike other single target spells, the Orbs cross that barrier into the 15D6 cap. This is somewhat unexplored territory for a spell that has virtually no defenses (even cover and concealment just means that the caster picks a different spell than an Orb spell). Even Cone of Cold has 3 different defenses. The Orbs have one real defense: Energy Resistance. They also have miss chance, but chances are the caster can detect that and choose a different spell.</p><p></p><p></p><p></p><p>I do not disagree. I am ok with your nerf and it is the same one I've used in the past (and IRRC, I think Nail uses it).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3701386, member: 2011"] Criticals: 5% chance of rolling a 20, 80+% chance of hitting afterwards on range touch. Yes, I know. But what is less obvious is the synergies at higher levels. The author of that table just put a table together. He did not consider the synergies at those higher levels because the core spells do not go that high for single target damage. Sure, someone can Empower Fireball and Quicken Fireball pretty easily. But, that's only 82 points of damage with two saves, two spell resistances, no massive damage save, etc. Empowered Orb and Quickened Orb is 128 points with zero saves and zero resistances. Many 15th level opponents cannot take 128 points of damage with two saves versus massive damage to boot. And that's if neither of those spells critical where virtually no 15th level opponent survives. This situation is one where most 15th level opponents die against two metamagicked spells maybe 80% of the time. Next. ;) Unlike other single target spells, the Orbs cross that barrier into the 15D6 cap. This is somewhat unexplored territory for a spell that has virtually no defenses (even cover and concealment just means that the caster picks a different spell than an Orb spell). Even Cone of Cold has 3 different defenses. The Orbs have one real defense: Energy Resistance. They also have miss chance, but chances are the caster can detect that and choose a different spell. I do not disagree. I am ok with your nerf and it is the same one I've used in the past (and IRRC, I think Nail uses it). [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Do you think the ___ Orb line of spells are too powerful?
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