Sorry to dredge this up, but it's holier than thou...thou Swiss Cheese
KarinsDad said:
I don't understand why people think reach is so overwhelming.
If that were the case, then every Fighter would take a Spike Chain as a weapon.
For the most part, reach gives you the ability to get the first attack per combat per opponent.
Say you have two fighters using the same weapon and with the same 40% chance to hit.
You enlarge one of the Fighters. What does he gain or lose?
Gain:
+2 damage per successful hit (+1 Str, +1 weapon upgrade)
Reach
Lose:
-2 AC (-1 size, -1 Dex)
-1 Reflex saves
Fighting each other, the enlarged one (we'll call him F1 and the non-enlarged one F2) effectively gains the equivalent of initiative and nothing more (for the most part) due to the reach.
If F2 runs up to F1, F1 gets an Attack of Opportunity, then F2 gets a standard action attack, then F1 gets a Full Attack, then F2 gets a Full Attack, etc. If F1 runs up to F2, F1 gets a standard action attack, then F2 gets a Full Attack, then F1 gets a Full Attack, etc.
So basically, all the reach does is give F1 the first attack (and the ability to retreat without taking an AoO).
Damage-wise (assuming that both fighters are doing single attacks) for 10 straight attacks, F1 does 10 * 40% * (normal damage +2). F2 does 10 * 50% (F1 has -2 AC) * normal damage.
F1 does an average of 4 * normal + 8 points.
F2 does an average of 5 * normal.
If the fighters average (for this example) less than 8 points of damage per successful hit (due to damage dice + strength + magic), F1 does more average damage in the combat than F2. If the fighters average more than 8 points of damage per successful hit, F2 does more average damage in the combat than F1.
Now, take the case where they both have a 10% chance to hit over a 10 straight attacks:
F1 does an average of 1 * normal + 2 points.
F2 does an average of 2 * normal.
Average successful damage for nearly all Fighters will always be more than 2 points of damage, typically much more. The higher the AC of the Fighters, the more Enlarge Person hurts F1 over helping him.
Now, this assumes that the initiative advantage for F1 is not that overwhelming. It could be. However, the longer the fight goes, the more average damage F2 does over F1. Plus, F1 also has the reflex save penalty.
Being enlarged is more of a penalty (in many cases) than a bonus. The advantages of the spell are often overcome by the disadvantages. Against a whole bunch of low AC and low hit points opponents, it might be more beneficial than harmful. But, for the vast majority of scenarios, it is more harmful than beneficial.
Now granted, using Enlarge Person to grapple or trip can be potent. No doubt about it. But, I do not see that as so overwhelmingly potent as to make Enlarge Person broke. It just makes it realistic.
I personally think that the Enlarge Person is extremely wimpy (except in the grapple / trip scenarios) and I boosted it in my house rules to be +4 Str (instead of +2), +2 Con, and +10 to move (all of the spells in my game that increase size increase move) in addition to the standard bonuses and penalties that the spell provides.
Since the original poster did not want to modify the spell, my suggestion is to just use it as is without modifications because it really doesn't help combat situations anywhere near as much as other first level spells: like putting Mage Armor on a Monk, casting Color Spray, casting Sleep, casting Magic Missile. All of these spells are much more potent than Enlarge Person in the vast majority of combat situations.
Sorry to quote this large "analysis" but it is so full of holes I could not keep my mouth shut. Where to begin?
Let's start with some obvious "duh" moments.
"If F2 runs up to F1, F1 gets an Attack of Opportunity, then F2 gets a standard action attack, then F1 gets a Full Attack, then F2 gets a Full Attack, etc. If F1 runs up to F2, F1 gets a standard action attack, then F2 gets a Full Attack, then F1 gets a Full Attack, etc.
So basically, all the reach does is give F1 the first attack (and the ability to retreat without taking an AoO)."
(In this unlikely gladitorial situation), F1 has reach, F2 does not.
If F1 gets initiative, he readies "a standard attack after moving 5' back".
F2 goes. Runs at/charges/attacks F1. F1 gets the AOO as F2 moves through controlled square at 10'. Then F2 "attacks" F1 but F1's readied action goes off just before. F1 steps back 5' and attacks. F2's attack "goes off" but since F1 is 10' away, he can't be hit. F1's initiative now just before F2.
SO FAR: F1 has had 2 attacks, and F2 is now 10' away.
Next round: F1 makes a FULL attack and moves back 5'. F2 now is 15' away from F1, and must move to make a standard attack at 5'. F2 gets yet another movement AOO.
SO, F1 gets a total of: 1 AOO, 1 Standard Attack (the readied attack), 1 Full attack, 1 AOO before (finally) F2 gets a standard attack in.
In other words, F1 attacks 3 times + a full attack. THEN F2 gets a standard attack action in return.
Who wouldn't want this???? Heck, that might be enough to drop the poor bastard!
Now, if F1 LOSES initiative, F1 "only" gets 1 free AOO as F2 moves in, and I would urge F1 in this case to attempt a trip attack. He's stronger, bigger, and the odds are in his favor. He's 10' away so F2 won't get an AOO. If it works, you are golden; another 2 AOO's or so coming up. If it fails, oh well. At least you get the first full attack in, and are stronger, and do more weapon damage. Note this this is without any feats, just an appropriate weapon. If you throw in even one feat (Improved Trip) it's pretty much over. Trip during your AOO, you will win 90% of the time, get the free attack, etc. etc. over.
If F1 wins initiate and F2 does not attack, it's a stand-off until they decide to trade ranged attacks, during which F1's large longbow deals 2d6 damage. Granted, it's at -2 to hit, but hey -- it does 2.5 more damage on average than his opponents 1d8 longbow. Think of it as a ranged power attack. Proceed. This one might actually be close. The melee combat probably won't be.
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Now, taking the situation away from ridiculous gladitorial combats, and into more typical scenarios, enlarge is even better. Hitting the raging low AC orc BEFORE he gets to you can't be underestimated. Throw in Combat Reflexes and an enlarged fighter gets scary. Throw in a spiked chain and it's just stupid (I know, I played an enlarged Wiz1/fighter5 spiked chain monkey and it was idiotic how much of the battlefield I effected/controlled).
But you don't need that. Enlarge in itself is worth 3 or 4 points more damage per strike, because of higher strength and bigger weapon size. It lasts the whole combat and then some. Reach can be merely useful or nearly all-powerful. Reach + Mooks = fun. Way, way, way better than "mage armor."
How can you begin to compare "Enlarge" to "Magic Missile?" By the time "Magic Missile" is shooting out 2 missiles, you can have your oft-enlarged fighter tricked out reasonably well. One, just one, AOO "hit" will do more damage than the missiles; throw in +3-4 on every hit, plus any other AOO's and you have a damage output far exceeding any other first level spell. Plus, if ramps up beautifully. Think a 20th level Paladin is scary? Try an enlarged 20th level Paladin.
Only downside, as far as I can tell: can't be used in small tunnels, and your AC drops 1 or 2 points. You are more of a target for attack... of course, they have to actually GET to you...