Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Heavy Artillery: Psion vs. Wizard
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Elder-Basilisk" data-source="post: 1755442" data-attributes="member: 3146"><p>Well, the psion needn't worry too much about the energy ball if he's got his energy resistance power up. (And most mid-high level psions will usually have it up). However, that wasn't what I meant and everyone else seems to have understood that. Heavy artillery characters do not operate in a vacuum any more than fighters or clerics do--generally, they are a part of a party.</p><p></p><p>To expand the example and clarify what I meant for you: if the psion is grappled by a monk summoned giant crocodile on the other side of the battle, he can still drop an energy ball on the group of hobgoblins attempting to flank the party, Brain Lock the barbarian, or do anything else he would ordinarily do to defeat his foes despite being grappled.</p><p></p><p></p><p></p><p>May I nominate this for "most ludicrous contention of the thread?" Unless you count the metamagic rod as a club, the wizard can now be grappled without the feat since he is unarmed (the other hand has to be free to cast spells). In general, a wizard with access to a metamagic rod will have one that is more generally useful (like empower) in hand. Even so, metamagic rods only work up to a certain spell level and higher level rods are prohibitively expensive.</p><p></p><p>And finally, there IS no metamagic rod of still spell in the DMG.</p><p></p><p></p><p></p><p>Contingency is a good option but since wizards are limited to one contingency at a time, there's no guarantee that it will be an anti-grapple contingency. In my experience, a lot of Sor/Wiz characters DO have an anti-grapple contingency but that's a rather significant expended resource and rather cuts against your denigration of grapple as a marginal combat option. It is the single most devastating combat option against traditional spellcasters and those who are successful spend quite a few resources in order to resist it.</p><p></p><p>As for the other options you mention, only the ring of freedom of movement actually changes the equation of grapple for traditional caster=1+ rounds of non-contribution but grapple for a psion=0 rounds of non-contribution. The cape of the montebank is just dimension door. That's still a round of non-contribution. And, except at the very highest levels, that ring is a rather expensive item.</p><p></p><p></p><p></p><p>The wizard (or sorceror) may have something prepped but, in the vast majority of cases, it takes him out of the action for that one round. The psion stays in the action full time even when grappled. When APL+2 and APL +3 encounters often take only 2-3 rounds before being decided one way or the other, that round of inaction will make a very big difference to the outcome of the combat.</p><p></p><p></p><p></p><p>Minor and easy planning, maybe. The resources used by that planning, however, are not minor until high levels.</p><p></p><p></p><p></p><p>Sure. And enabling a fighter type to completely ignore one mode of combat would be a VERY big advantage. I see a lot of archers taking two levels of Order of the Bow Initiate for close combat shot and that doesn't enable archers to ignore melee combat (they're still very vulnerable to trip and sunder manuevers) nearly as well as the lack of somatic and material components enables psions to ignore grapple.</p><p></p><p></p><p></p><p>It can also be evaded by having a high armor class. Neither psions nor sorcerors nor wizards are known for having a high attack bonus. Or by having DR. Mid-high level barbarians are unlikely to take any damage from a wizard's dagger. Characters in adamantine heavy armor will ignore the dagger more than half the time.</p><p></p><p></p><p></p><p>An important step to be sure but all of the options you mention (other than blink which I generally consider to make one practically immune to grapples) are equally effective against ordinary attacks and many of them are effective against magical attacks too.</p><p></p><p></p><p></p><p>Now you're blowing smoke. The ring of free action is already mentioned (though it's worth pointing out that Freedom of Movement is available to psions as a power but not to wizards as a spell). As for the spells/items, the +5 bonus from Enlarge Person is not sufficient to bring a wizard's grapple check up to par, except at the lowest levels. And most wizards don't walk around enlarged anyway--except for grapples, they gain very few advantages from it and feel the disadvantages somewhat more keenly than some other characters. Absent polymorph (with which a caster will generally not assume a form that has a huge grapple advantage (huge size, high strength, etc) unless he is planning on engaging in combat in that form), and various potential countergrapple spells (gaseous form, blink, dimension door, teleport, ghost form, etc--all of which would primarily be useful in this context, only after the grapple has begun), there's not much that will let the wizard evade grapples. And even those don't make the grapple a failure--they simply make it a temporary disadvantage rather than a combat-ender (for the sor/wiz).</p><p></p><p></p><p></p><p>First things first. That's only for ordinary grapples. Improved grab pulls the victim into the creature's space. And Improved Grab is what characters face at least as often as ordinary grapples.</p><p></p><p>Second, I've yet to meet a DM who would buy either the "I'm mounted, you can't enter my space" or the "I'm flying, you can't grapple me" argument. I know I certainly wouldn't buy either. The mounted grapple would probably be treated as either pulling the rider off his steed (possilby requiring another check) or grabbing onto the steed and both combatants in the grapple being mounted (similar to Aragorn and Sharku's battle while riding or hanging onto the Worg from in the Two Towers film). The flying grapple would probably be treated either as the grappler grabbing onto the flyer (and possibly being pulled off the ground) or the flyer being pulled to the ground.</p><p></p><p></p><p></p><p>I believe this is the third time you've mentioned that fact. However, there's nothing "simple" about a ring of freedom of movement. For nearly half of the a character's career, that costs more money than the character is likely to have in total. Moreover, not every PC or NPC will have such a ring. They tend to be rare due to their cost.</p><p></p><p></p><p></p><p>Absent constrict or rake, that's true. With either of those abilities, it's either just as fast as not being grappled (rake) or even faster (constrict). </p><p></p><p></p><p></p><p>And taking one enemy out of combat in return for being "out of combat" yourself is very often a good trade. If the enemy outnumbers the PCs, it's nearly always a good trade. If the enemy does not outnumber the PCs, it is still often a good trade as long as it disadvantages the PCs more than it disadvantages said enemy. A shambling mound or assassin vine, for instance, is almost always better off grappling a foe than not doing so. A monk or warrior who is outnumbered may well need to think before grappling the wizard but, absent rogues or given fortification armor, it is usually a good idea.</p><p></p><p></p><p></p><p>You seem to have the strange idea that mages always begin combat with all their defenses up (and never get dispelled--one of the first things to happen to any obviously buffed NPC spellcaster in the games I play in and something that isn't uncommon against buffed PC spellcasters either). Since you didn't mention a single sor/wiz defense with a duration higher than 1 min/level (FOM is 10 min/level but isn't on the Sor/Wiz list) and several of them (displacement, blink, etc) are 1 round/level, that's not very realistic. And, considering that the touch attack is the only situation where a wizard is likely to foil the grapple, the fact that only a fully prepared wizard with min/level spells is going to foil that does not justify calling the wizard dumb. For a wizard, preparation consists of a way to get out <em>after</em> being grappled (thus forfeiting one round) not a way to avoid being grappled in the first place.</p><p></p><p></p><p></p><p>Three things. </p><p></p><p>First, you are obviously only looking at this from a PC's perspective. If you look at it from an NPC's perspective, it looks very different. Against a group of NPCs, it is very often the first thought of PCs to grapple the spellcasters and thus take them out of the fight. The NPC gets to inflict harm on the party for two rounds rather than being grappled while flatfooted and never being able to do anything is a HUGE difference that merits more than a "woo." (And, even if, at low levels, the NPC only makes half the concentration checks, that's still much better). </p><p></p><p>Second, you're falling prey to the tendency to exaggerate. There are <em>not</em> a dozen ways to be immune to grapples. You mention three:</p><p>Ring of Freedom of Movement</p><p>Being two sizes bigger than the foe (practical only through polymorph/metamorph and shapechange).</p><p>Contingent forms of the above</p><p></p><p>To this, I added a few more:</p><p>Blink</p><p>Gaseous Form</p><p>Ghost Form</p><p>Improved Blink</p><p></p><p>However, that's still only six ways, only a few of which are actually practical when non-contingent (freedom of movement, Improved Blink, Shapechange, and Ghost Form).</p><p></p><p>Third, the party does not always get to do "bad things" to the grappler. Against a party with a lot of archers or spellcasters, it's actually safer to be in a grapple (where there's a 50% chance that any non Improved Precise ranged attack will hit your victim and a 100% chance that any area effect attack will damage your victim too). A lot of foes will only have a dex bonus of one or two so grappling doesn't really make them significantly more vulnerable to the fighter types. Really, the only character who can <em>really</em> do bad things to a grappling foe is a rogue--and even then, only if the foe is vulnerable to sneak attacks. Often a grappling foe is at a disadvantage vis a vis the other members of the party but not always.</p><p></p><p></p><p></p><p>Grapple is a much more effective option than you give it credit for being. I suspect you haven't had much experience with either improved grab monsters or grappling focussed PCs.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1755442, member: 3146"] Well, the psion needn't worry too much about the energy ball if he's got his energy resistance power up. (And most mid-high level psions will usually have it up). However, that wasn't what I meant and everyone else seems to have understood that. Heavy artillery characters do not operate in a vacuum any more than fighters or clerics do--generally, they are a part of a party. To expand the example and clarify what I meant for you: if the psion is grappled by a monk summoned giant crocodile on the other side of the battle, he can still drop an energy ball on the group of hobgoblins attempting to flank the party, Brain Lock the barbarian, or do anything else he would ordinarily do to defeat his foes despite being grappled. May I nominate this for "most ludicrous contention of the thread?" Unless you count the metamagic rod as a club, the wizard can now be grappled without the feat since he is unarmed (the other hand has to be free to cast spells). In general, a wizard with access to a metamagic rod will have one that is more generally useful (like empower) in hand. Even so, metamagic rods only work up to a certain spell level and higher level rods are prohibitively expensive. And finally, there IS no metamagic rod of still spell in the DMG. Contingency is a good option but since wizards are limited to one contingency at a time, there's no guarantee that it will be an anti-grapple contingency. In my experience, a lot of Sor/Wiz characters DO have an anti-grapple contingency but that's a rather significant expended resource and rather cuts against your denigration of grapple as a marginal combat option. It is the single most devastating combat option against traditional spellcasters and those who are successful spend quite a few resources in order to resist it. As for the other options you mention, only the ring of freedom of movement actually changes the equation of grapple for traditional caster=1+ rounds of non-contribution but grapple for a psion=0 rounds of non-contribution. The cape of the montebank is just dimension door. That's still a round of non-contribution. And, except at the very highest levels, that ring is a rather expensive item. The wizard (or sorceror) may have something prepped but, in the vast majority of cases, it takes him out of the action for that one round. The psion stays in the action full time even when grappled. When APL+2 and APL +3 encounters often take only 2-3 rounds before being decided one way or the other, that round of inaction will make a very big difference to the outcome of the combat. Minor and easy planning, maybe. The resources used by that planning, however, are not minor until high levels. Sure. And enabling a fighter type to completely ignore one mode of combat would be a VERY big advantage. I see a lot of archers taking two levels of Order of the Bow Initiate for close combat shot and that doesn't enable archers to ignore melee combat (they're still very vulnerable to trip and sunder manuevers) nearly as well as the lack of somatic and material components enables psions to ignore grapple. It can also be evaded by having a high armor class. Neither psions nor sorcerors nor wizards are known for having a high attack bonus. Or by having DR. Mid-high level barbarians are unlikely to take any damage from a wizard's dagger. Characters in adamantine heavy armor will ignore the dagger more than half the time. An important step to be sure but all of the options you mention (other than blink which I generally consider to make one practically immune to grapples) are equally effective against ordinary attacks and many of them are effective against magical attacks too. Now you're blowing smoke. The ring of free action is already mentioned (though it's worth pointing out that Freedom of Movement is available to psions as a power but not to wizards as a spell). As for the spells/items, the +5 bonus from Enlarge Person is not sufficient to bring a wizard's grapple check up to par, except at the lowest levels. And most wizards don't walk around enlarged anyway--except for grapples, they gain very few advantages from it and feel the disadvantages somewhat more keenly than some other characters. Absent polymorph (with which a caster will generally not assume a form that has a huge grapple advantage (huge size, high strength, etc) unless he is planning on engaging in combat in that form), and various potential countergrapple spells (gaseous form, blink, dimension door, teleport, ghost form, etc--all of which would primarily be useful in this context, only after the grapple has begun), there's not much that will let the wizard evade grapples. And even those don't make the grapple a failure--they simply make it a temporary disadvantage rather than a combat-ender (for the sor/wiz). First things first. That's only for ordinary grapples. Improved grab pulls the victim into the creature's space. And Improved Grab is what characters face at least as often as ordinary grapples. Second, I've yet to meet a DM who would buy either the "I'm mounted, you can't enter my space" or the "I'm flying, you can't grapple me" argument. I know I certainly wouldn't buy either. The mounted grapple would probably be treated as either pulling the rider off his steed (possilby requiring another check) or grabbing onto the steed and both combatants in the grapple being mounted (similar to Aragorn and Sharku's battle while riding or hanging onto the Worg from in the Two Towers film). The flying grapple would probably be treated either as the grappler grabbing onto the flyer (and possibly being pulled off the ground) or the flyer being pulled to the ground. I believe this is the third time you've mentioned that fact. However, there's nothing "simple" about a ring of freedom of movement. For nearly half of the a character's career, that costs more money than the character is likely to have in total. Moreover, not every PC or NPC will have such a ring. They tend to be rare due to their cost. Absent constrict or rake, that's true. With either of those abilities, it's either just as fast as not being grappled (rake) or even faster (constrict). And taking one enemy out of combat in return for being "out of combat" yourself is very often a good trade. If the enemy outnumbers the PCs, it's nearly always a good trade. If the enemy does not outnumber the PCs, it is still often a good trade as long as it disadvantages the PCs more than it disadvantages said enemy. A shambling mound or assassin vine, for instance, is almost always better off grappling a foe than not doing so. A monk or warrior who is outnumbered may well need to think before grappling the wizard but, absent rogues or given fortification armor, it is usually a good idea. You seem to have the strange idea that mages always begin combat with all their defenses up (and never get dispelled--one of the first things to happen to any obviously buffed NPC spellcaster in the games I play in and something that isn't uncommon against buffed PC spellcasters either). Since you didn't mention a single sor/wiz defense with a duration higher than 1 min/level (FOM is 10 min/level but isn't on the Sor/Wiz list) and several of them (displacement, blink, etc) are 1 round/level, that's not very realistic. And, considering that the touch attack is the only situation where a wizard is likely to foil the grapple, the fact that only a fully prepared wizard with min/level spells is going to foil that does not justify calling the wizard dumb. For a wizard, preparation consists of a way to get out [i]after[/i] being grappled (thus forfeiting one round) not a way to avoid being grappled in the first place. Three things. First, you are obviously only looking at this from a PC's perspective. If you look at it from an NPC's perspective, it looks very different. Against a group of NPCs, it is very often the first thought of PCs to grapple the spellcasters and thus take them out of the fight. The NPC gets to inflict harm on the party for two rounds rather than being grappled while flatfooted and never being able to do anything is a HUGE difference that merits more than a "woo." (And, even if, at low levels, the NPC only makes half the concentration checks, that's still much better). Second, you're falling prey to the tendency to exaggerate. There are [i]not[/i] a dozen ways to be immune to grapples. You mention three: Ring of Freedom of Movement Being two sizes bigger than the foe (practical only through polymorph/metamorph and shapechange). Contingent forms of the above To this, I added a few more: Blink Gaseous Form Ghost Form Improved Blink However, that's still only six ways, only a few of which are actually practical when non-contingent (freedom of movement, Improved Blink, Shapechange, and Ghost Form). Third, the party does not always get to do "bad things" to the grappler. Against a party with a lot of archers or spellcasters, it's actually safer to be in a grapple (where there's a 50% chance that any non Improved Precise ranged attack will hit your victim and a 100% chance that any area effect attack will damage your victim too). A lot of foes will only have a dex bonus of one or two so grappling doesn't really make them significantly more vulnerable to the fighter types. Really, the only character who can [i]really[/i] do bad things to a grappling foe is a rogue--and even then, only if the foe is vulnerable to sneak attacks. Often a grappling foe is at a disadvantage vis a vis the other members of the party but not always. Grapple is a much more effective option than you give it credit for being. I suspect you haven't had much experience with either improved grab monsters or grappling focussed PCs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Heavy Artillery: Psion vs. Wizard
Top