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General Tabletop Discussion
*Pathfinder & Starfinder
How are melee characters expected to deal with flying creatures?
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<blockquote data-quote="Nichwee" data-source="post: 4972794" data-attributes="member: 84242"><p>The problem in the odder editions was always that the utilities (bar some that were so strong they overshadowed campaigns) never/rarely got used. </p><p>You had limited spell slots and damage was the most consistantly useful factor. When you starting getting really high you would mem a shedload of low level utility in Lvl 3 slots, but otherwise you only used them if you knew in advance you needed them.</p><p>This meant DMs either had to allow you time to mem the right spells for the occasion (at which point you could gimp almost any issue - as the utilities did insane amounts) or they had to give you a dozen ways round the issue in case you failed to mem the right spells that day. Or they made the entire campaign a "guess right or be fooked".</p><p>To maintain utility a Wizard lost an insane amount of his constant damage potential (and with no At-Wills this meant he was pointless in a fight).</p><p></p><p>4E has at least made utility spells something you don't have to sacrifice basic combat functionality for. And rituals allow a almost endless set of possibilities if you want to maintain them. Plus many are 10mins to an hour, which is a reasonable "scouting time" stop, rather than the "Ok, it may be only lunch time, but I don't have the right spells today. We need to camp for the night" issue it used to be.</p><p>I am making great use of rituals in the game I am playing in. I even have the rest of the party offering to buy me components as I use them so often to help out.</p></blockquote><p></p>
[QUOTE="Nichwee, post: 4972794, member: 84242"] The problem in the odder editions was always that the utilities (bar some that were so strong they overshadowed campaigns) never/rarely got used. You had limited spell slots and damage was the most consistantly useful factor. When you starting getting really high you would mem a shedload of low level utility in Lvl 3 slots, but otherwise you only used them if you knew in advance you needed them. This meant DMs either had to allow you time to mem the right spells for the occasion (at which point you could gimp almost any issue - as the utilities did insane amounts) or they had to give you a dozen ways round the issue in case you failed to mem the right spells that day. Or they made the entire campaign a "guess right or be fooked". To maintain utility a Wizard lost an insane amount of his constant damage potential (and with no At-Wills this meant he was pointless in a fight). 4E has at least made utility spells something you don't have to sacrifice basic combat functionality for. And rituals allow a almost endless set of possibilities if you want to maintain them. Plus many are 10mins to an hour, which is a reasonable "scouting time" stop, rather than the "Ok, it may be only lunch time, but I don't have the right spells today. We need to camp for the night" issue it used to be. I am making great use of rituals in the game I am playing in. I even have the rest of the party offering to buy me components as I use them so often to help out. [/QUOTE]
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How are melee characters expected to deal with flying creatures?
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