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<blockquote data-quote="spider_minion" data-source="post: 2484172" data-attributes="member: 16096"><p>Oh, Muddy Ground, I hate thee so! Its actually a bit worse than that . . . they have to make the balance check whenever they <em>take any action</em>. Once my players were fighting off a boneclaw and some zombies in a room. The undead were seriously laying the smackdown on the party, and then the party greenbond casts muddy ground. He picked out all the squares the monsters were on and some around them to be affected. So then whenever the bone claw tries to attack (I would like to point out that it doesn't even need to move its legs to do so) it falls over. And when it tries to get up, it falls over again. I eventually ruled that it could crawl out of the mud without having to make a balance check. Anyhow, after the spell this wicked undead monstrosity wasn't half as dangerous as one of the Three Stooges.</p><p></p><p>Another AE spell I really hate is Chains of Vengence. I'm really dumbfounded why, after removing all the annoying save-or-sink spells from the game, they'd leave this one it. For those not familiar with the spell, it causes flaming chains to wrap around Large or smaller creature and hold it helpess (Reflex to avoid). The creature takes 2d6 fire damage each round, and 2d6 more if it tries to escape (which requires a DC 25 Str check or a DC 30 escape artist check). The wizard who had it had save DCs off the charts, which oddly wasn't much of a problem unitl he took this spell. Its vitually impossible to escape from the chains (a Titan has roughly a 50/50 chance) and until the creature does, it can be coup-de-graced effortlessly. This basically removed all challange from the fights I had planned.</p><p></p><p>In Arcana Unearthed, Scream really got on my nerves. Its a second level spell, did something like 1d8 sonic damage, ~2 points of con damage, and stunned the target for a round (fortitude negates). Usually spells that do sonic damage blow, but this one was doubly nasty for its seconday effects. On of my players used it to cripple a 3.0 mind flayer that they were not ment to fight, or even survive . . . we were playing with a varient rule that spells that did energy damage could bypass spell resistance. Needless to say, that rule got changed.</p><p></p><p>Okay, that's enough from me. Rant mode: disengage.</p></blockquote><p></p>
[QUOTE="spider_minion, post: 2484172, member: 16096"] Oh, Muddy Ground, I hate thee so! Its actually a bit worse than that . . . they have to make the balance check whenever they [i]take any action[/i]. Once my players were fighting off a boneclaw and some zombies in a room. The undead were seriously laying the smackdown on the party, and then the party greenbond casts muddy ground. He picked out all the squares the monsters were on and some around them to be affected. So then whenever the bone claw tries to attack (I would like to point out that it doesn't even need to move its legs to do so) it falls over. And when it tries to get up, it falls over again. I eventually ruled that it could crawl out of the mud without having to make a balance check. Anyhow, after the spell this wicked undead monstrosity wasn't half as dangerous as one of the Three Stooges. Another AE spell I really hate is Chains of Vengence. I'm really dumbfounded why, after removing all the annoying save-or-sink spells from the game, they'd leave this one it. For those not familiar with the spell, it causes flaming chains to wrap around Large or smaller creature and hold it helpess (Reflex to avoid). The creature takes 2d6 fire damage each round, and 2d6 more if it tries to escape (which requires a DC 25 Str check or a DC 30 escape artist check). The wizard who had it had save DCs off the charts, which oddly wasn't much of a problem unitl he took this spell. Its vitually impossible to escape from the chains (a Titan has roughly a 50/50 chance) and until the creature does, it can be coup-de-graced effortlessly. This basically removed all challange from the fights I had planned. In Arcana Unearthed, Scream really got on my nerves. Its a second level spell, did something like 1d8 sonic damage, ~2 points of con damage, and stunned the target for a round (fortitude negates). Usually spells that do sonic damage blow, but this one was doubly nasty for its seconday effects. On of my players used it to cripple a 3.0 mind flayer that they were not ment to fight, or even survive . . . we were playing with a varient rule that spells that did energy damage could bypass spell resistance. Needless to say, that rule got changed. Okay, that's enough from me. Rant mode: disengage. [/QUOTE]
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