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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="DracoSuave" data-source="post: 4974344" data-attributes="member: 71571"><p>But Tenser's Disc is a carry-stuff spell, at its heart. Exactly why do you -need- 'Carry Stuff' to be instant? Carrying Stuff is not exactly the sort of thing that -needs- a sense of urgency 9/10ths of the time.</p><p></p><p></p><p></p><p>It actually -does- give you a few more feet as a boost.</p><p></p><p></p><p></p><p>Or, roll Thievery, and stop trying to obsolete the use of skills in encounters. The whole -point- behind making rituals non-instant is so that you're not making the Theivery skill obsolete.</p><p></p><p></p><p></p><p>More rituals is great. Ten minutes is -no time- outside an encounter.</p><p></p><p>Anyone who says otherwise is lying.</p><p></p><p>'I cast a ritual.'</p><p>'DM: You do it. Roll the dice.'</p><p>'That was easy.'</p><p></p><p></p><p></p><p>Not a bad idea.</p><p></p><p></p><p></p><p>Actually, it depends.</p><p></p><p>Knock is not faster than a Theivery character, by design. But if you -have- a Theivery character, WHY ARE YOU PICKING UP A REDUNDANT RITUAL IN THE FIRST PLACE?</p><p></p><p>Some of the rituals are designed to -replace- those skills should you have them missing. So, if you -don't- have someone trained in Theivery, Knock becomes the superior and faster option. Not fast enough to use in combat, but once combat is over, no problem. Done.</p><p></p><p>Maybe the problem isn't that rituals aren't 'shiney' enough, but that you're picking the rituals that other members of your party can already cover. Instead, take the rituals that -aren't- redundant, and you'll find them more satisfying.</p><p></p><p>'So, we have a Warlock, an Artificer, and a Rogue. Wizard, what ritual do you want?'</p><p>'KNOCK!'</p><p>'You're an idiot, Steve.'</p></blockquote><p></p>
[QUOTE="DracoSuave, post: 4974344, member: 71571"] But Tenser's Disc is a carry-stuff spell, at its heart. Exactly why do you -need- 'Carry Stuff' to be instant? Carrying Stuff is not exactly the sort of thing that -needs- a sense of urgency 9/10ths of the time. It actually -does- give you a few more feet as a boost. Or, roll Thievery, and stop trying to obsolete the use of skills in encounters. The whole -point- behind making rituals non-instant is so that you're not making the Theivery skill obsolete. More rituals is great. Ten minutes is -no time- outside an encounter. Anyone who says otherwise is lying. 'I cast a ritual.' 'DM: You do it. Roll the dice.' 'That was easy.' Not a bad idea. Actually, it depends. Knock is not faster than a Theivery character, by design. But if you -have- a Theivery character, WHY ARE YOU PICKING UP A REDUNDANT RITUAL IN THE FIRST PLACE? Some of the rituals are designed to -replace- those skills should you have them missing. So, if you -don't- have someone trained in Theivery, Knock becomes the superior and faster option. Not fast enough to use in combat, but once combat is over, no problem. Done. Maybe the problem isn't that rituals aren't 'shiney' enough, but that you're picking the rituals that other members of your party can already cover. Instead, take the rituals that -aren't- redundant, and you'll find them more satisfying. 'So, we have a Warlock, an Artificer, and a Rogue. Wizard, what ritual do you want?' 'KNOCK!' 'You're an idiot, Steve.' [/QUOTE]
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How are melee characters expected to deal with flying creatures?
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