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How do you Dispel?
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<blockquote data-quote="ThatGuyThere" data-source="post: 3412348" data-attributes="member: 36764"><p>My players put up defenses against the majority of "big boom spells". I appreciate your suggestion, and certainly, some casters agree that "the best defense is a strong offense". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I've decided to go with this (inspired by suggestions above):</p><p></p><p>At third level, there's Dispel Magic, Lesser (replacing Dispel Magic). It has four versions; the counterspell and versus a magic item versions are the same (or similar enough to not matter much here).</p><p>The targeted dispel is now a Will save, with a -1 penalty for each ongoing effect on a character. For each point by which the Will save fails, one spell effect on the target ends, starting with the lowest caster level and going to the highest. It can't affect spells of higher than 3rd level.</p><p>The area dispel is also a Will save, at the same penalty. If the save fails, that person loses their single highest-caster-level effect, though it can't affect a spell higher than 3rd level.</p><p></p><p>At 6th, there's Dispel Magic (replacing Dispel Magic, Greater); it can affect spells of up to 6th level. And at 9th, there's Dispel Magic, Greater (added to the list), that affects up to 9th level spells.</p><p></p><p>Now, I can hit the "best" defense the whole party has, or strip one person of several (potentially many) less powerful defenses. And the best way to make sure a certain defense works is to have relatively few buffs overall.</p><p></p><p>(We've nerfed MDJ, since we had a 20th level part left essentially naked by over-use of the effect (and some bad saves). It wasn't terribly much fun for anyone.)</p><p></p><p>Feelings on the above?</p><p></p><p>To those who said they don't Dispel, do you prevent your party from "front-loading" with buffs? How do you handle "mega-buffed" PCs - "mega-buff" their enemies?</p></blockquote><p></p>
[QUOTE="ThatGuyThere, post: 3412348, member: 36764"] My players put up defenses against the majority of "big boom spells". I appreciate your suggestion, and certainly, some casters agree that "the best defense is a strong offense". ;) I've decided to go with this (inspired by suggestions above): At third level, there's Dispel Magic, Lesser (replacing Dispel Magic). It has four versions; the counterspell and versus a magic item versions are the same (or similar enough to not matter much here). The targeted dispel is now a Will save, with a -1 penalty for each ongoing effect on a character. For each point by which the Will save fails, one spell effect on the target ends, starting with the lowest caster level and going to the highest. It can't affect spells of higher than 3rd level. The area dispel is also a Will save, at the same penalty. If the save fails, that person loses their single highest-caster-level effect, though it can't affect a spell higher than 3rd level. At 6th, there's Dispel Magic (replacing Dispel Magic, Greater); it can affect spells of up to 6th level. And at 9th, there's Dispel Magic, Greater (added to the list), that affects up to 9th level spells. Now, I can hit the "best" defense the whole party has, or strip one person of several (potentially many) less powerful defenses. And the best way to make sure a certain defense works is to have relatively few buffs overall. (We've nerfed MDJ, since we had a 20th level part left essentially naked by over-use of the effect (and some bad saves). It wasn't terribly much fun for anyone.) Feelings on the above? To those who said they don't Dispel, do you prevent your party from "front-loading" with buffs? How do you handle "mega-buffed" PCs - "mega-buff" their enemies? [/QUOTE]
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