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How much control do DMs need?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9008406" data-attributes="member: 6790260"><p>No worries. With the events going on in my life right now...I get it. Very, very much.</p><p></p><p></p><p><em>Meteor swarm</em> does not require that you can see the target. It just hits an area: "Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners." (It also notes, no creature may be affected more than once by the spell, but that's kind of irrelevant.)</p><p></p><p>As noted in an edit, <em>sunbeam</em> is even better, since it's repeatable for the spell's duration. <em>Illusory dragon</em> is quite nice because, y'know, kobolds and dragons--you might be able to take the kobold warren by having the illusion command the kobolds to surrender. <em>Incendiary cloud</em> basically lets you burn out the whole thing in one fell swoop, since it lasts for 10 rounds, spreads out, and explicitly goes around corners. <em>Maddening darkness</em> allows you to negate any efforts at ranged attacks (and works super well if you have a Warlock who can see through magical darkness.) <em>Delayed blast fireball</em> can essentially work as turning traps against the kobolds; advance far enough to upset them, drop the fireball, retreat. You don't even need to do anything necessarily; a creature touching the fiery bead is enough to set it off, and as with all of these, it spreads around corners.</p><p></p><p>High-level spells are just <em>really powerful</em>. And several of the spells mentioned above are on multiple casters' lists. And a spellcaster's save DC at this level should be 8+6+5 = 19. The kobolds' <em>best</em> save is Dexterity, at...+2. They're only making that save on 17, 18, 19, or 20. At a 20% chance to succeed on their <em>best</em> save...yeah, those kobolds are <em>screwed</em> if they get hit by AoE effects.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9008406, member: 6790260"] No worries. With the events going on in my life right now...I get it. Very, very much. [I]Meteor swarm[/I] does not require that you can see the target. It just hits an area: "Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners." (It also notes, no creature may be affected more than once by the spell, but that's kind of irrelevant.) As noted in an edit, [I]sunbeam[/I] is even better, since it's repeatable for the spell's duration. [I]Illusory dragon[/I] is quite nice because, y'know, kobolds and dragons--you might be able to take the kobold warren by having the illusion command the kobolds to surrender. [I]Incendiary cloud[/I] basically lets you burn out the whole thing in one fell swoop, since it lasts for 10 rounds, spreads out, and explicitly goes around corners. [I]Maddening darkness[/I] allows you to negate any efforts at ranged attacks (and works super well if you have a Warlock who can see through magical darkness.) [I]Delayed blast fireball[/I] can essentially work as turning traps against the kobolds; advance far enough to upset them, drop the fireball, retreat. You don't even need to do anything necessarily; a creature touching the fiery bead is enough to set it off, and as with all of these, it spreads around corners. High-level spells are just [I]really powerful[/I]. And several of the spells mentioned above are on multiple casters' lists. And a spellcaster's save DC at this level should be 8+6+5 = 19. The kobolds' [I]best[/I] save is Dexterity, at...+2. They're only making that save on 17, 18, 19, or 20. At a 20% chance to succeed on their [I]best[/I] save...yeah, those kobolds are [I]screwed[/I] if they get hit by AoE effects. [/QUOTE]
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