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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Dandu" data-source="post: 6188739" data-attributes="member: 85158"><p>Now, I would argue that this can be done with Contact Other Plane and taking 10. If you do not accept this tactic, I would say that rather Orwellian spell <a href="http://www.d20srd.org/srd/spells/pryingEyes.htm" target="_blank">Prying Eyes</a> could be used to scout out the area.</p><p></p><p>The spell creates 1d4+10 eyes at CL 10. These can go up to one mile from the caster. So the caster starts around the edge of the swamp and casts the spell, then tells the eyes to fan out into the swamp for one mile and then return to him. As they travel at a speed of thirty feet per round, it will take them 176 rounds to travel the 5280 feet in a mile. Total travel time to and back will be 352 rounds. Each round is 6 seconds, so that is 2112 seconds. There are sixty seconds in a minute, so that is 35.2 minutes. It takes one round for the eye to relate the information gathered, so that's another minute or so spend learning what the eyes saw. Let's say scouting out a one mile radius then takes about 37 minutes all told.</p><p></p><p>The spell lasts for ten hours per casting.</p><p></p><p></p><p>One level 10 Fighter vs one level 10 lizardfolk Fighter plus his lieutenants and entire tribe seems like a losing proposition. As mighty as a Fighter is, I suspect that a sustained barrage of arrows would be rather troublesome.</p><p></p><p></p><p>You should probably also shift the gears. Cars don't go very far if set in park.</p><p></p><p></p><p>If the party could not be teleported in, it would naturally not try to teleport out. Though the problem of having animal companions and mounts could possibly be solved by putting them in bags of holding for a few rounds.</p><p></p><p></p><p>Well, if the dragon's waiting a few hours to ambush them, I imagine they could make off with some valuable things.</p><p></p><p></p><p></p><p>Readied action to cast the spell after the dragon has used his first move action on a double move, or until he has used his standard action to do something (breathe fire?) and is left with only a move action.</p><p></p><p>Basically, wait until he is moving and has to keep moving, then prevent him from continuing to move when he has no more actions that would allow him to recover.</p><p></p><p></p><p>Well, the Cleric was not very useful, but mainly because her spells were geared towards healing people and we decided, as a group, to avoid getting injured as much as possible. However, had we been injured and somehow avoided dying, I am sure she would have been very useful.</p></blockquote><p></p>
[QUOTE="Dandu, post: 6188739, member: 85158"] Now, I would argue that this can be done with Contact Other Plane and taking 10. If you do not accept this tactic, I would say that rather Orwellian spell [URL="http://www.d20srd.org/srd/spells/pryingEyes.htm"]Prying Eyes[/URL] could be used to scout out the area. The spell creates 1d4+10 eyes at CL 10. These can go up to one mile from the caster. So the caster starts around the edge of the swamp and casts the spell, then tells the eyes to fan out into the swamp for one mile and then return to him. As they travel at a speed of thirty feet per round, it will take them 176 rounds to travel the 5280 feet in a mile. Total travel time to and back will be 352 rounds. Each round is 6 seconds, so that is 2112 seconds. There are sixty seconds in a minute, so that is 35.2 minutes. It takes one round for the eye to relate the information gathered, so that's another minute or so spend learning what the eyes saw. Let's say scouting out a one mile radius then takes about 37 minutes all told. The spell lasts for ten hours per casting. One level 10 Fighter vs one level 10 lizardfolk Fighter plus his lieutenants and entire tribe seems like a losing proposition. As mighty as a Fighter is, I suspect that a sustained barrage of arrows would be rather troublesome. You should probably also shift the gears. Cars don't go very far if set in park. If the party could not be teleported in, it would naturally not try to teleport out. Though the problem of having animal companions and mounts could possibly be solved by putting them in bags of holding for a few rounds. Well, if the dragon's waiting a few hours to ambush them, I imagine they could make off with some valuable things. Readied action to cast the spell after the dragon has used his first move action on a double move, or until he has used his standard action to do something (breathe fire?) and is left with only a move action. Basically, wait until he is moving and has to keep moving, then prevent him from continuing to move when he has no more actions that would allow him to recover. Well, the Cleric was not very useful, but mainly because her spells were geared towards healing people and we decided, as a group, to avoid getting injured as much as possible. However, had we been injured and somehow avoided dying, I am sure she would have been very useful. [/QUOTE]
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