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How to beat the "20 always succeeds" rule
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<blockquote data-quote="Wyvernhand" data-source="post: 5368148" data-attributes="member: 97681"><p>And if Slow had worked, you wouldn't really NEED another spell, would you? Or Bands of Steel, or Baleful Polymorph, or Glitterdust, or any other save vs suck spell. Why use 2 spells to do the work of 1, especially when the first requires a save in the first place. No...if you are gonna cast a spell and rely on a failed save to do all the work, you want that spell to do all the work. Unluck doesn't do all the work. Its a piddly drawback compared to conditions like Blinded or Slowed.</p><p> </p><p>At low levels, you can't afford to be blowing all of your slots on Unluck + X. You are better off just casting X, and casting it again if it doesn't work the first time. At higher levels, the save on Unluck will be too low, and the results of X will be that much more decisive.</p><p> </p><p>As Dandu stated, its the same problem as Mindfog. If you fail your save vs Mindfog, you are probably screwed. If, instead of casting Mindfog, you had skipped straight to Dominate Person, that save they failed vs Mindfog would have been a failed save vs Dominate Person instead, and the person would be your slave in a single spell. If they made the save vs Mindfog, your follow-up Dominate Person is unmodified, just the same as if you had cast Dominate Person twice, with the first one being successful.</p><p> </p><p>So again I state: Unluck (and Mindfog) are bad spells because they are horribly inefficient and bad at doing what they are supposed to do. They are supposed to make it EASIER to land spells at a later point, but due to the fact that they have saves themselves, are horribly self defeating in this task. IF Unluck was either a swift action spell (like Assay Spell Resistance), it would be good. If it didn't have a save (like Curse of Impending Blades) it would be good. With both, it is horrible, inefficient, and a waste of both a spell slot and an action.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 5368148, member: 97681"] And if Slow had worked, you wouldn't really NEED another spell, would you? Or Bands of Steel, or Baleful Polymorph, or Glitterdust, or any other save vs suck spell. Why use 2 spells to do the work of 1, especially when the first requires a save in the first place. No...if you are gonna cast a spell and rely on a failed save to do all the work, you want that spell to do all the work. Unluck doesn't do all the work. Its a piddly drawback compared to conditions like Blinded or Slowed. At low levels, you can't afford to be blowing all of your slots on Unluck + X. You are better off just casting X, and casting it again if it doesn't work the first time. At higher levels, the save on Unluck will be too low, and the results of X will be that much more decisive. As Dandu stated, its the same problem as Mindfog. If you fail your save vs Mindfog, you are probably screwed. If, instead of casting Mindfog, you had skipped straight to Dominate Person, that save they failed vs Mindfog would have been a failed save vs Dominate Person instead, and the person would be your slave in a single spell. If they made the save vs Mindfog, your follow-up Dominate Person is unmodified, just the same as if you had cast Dominate Person twice, with the first one being successful. So again I state: Unluck (and Mindfog) are bad spells because they are horribly inefficient and bad at doing what they are supposed to do. They are supposed to make it EASIER to land spells at a later point, but due to the fact that they have saves themselves, are horribly self defeating in this task. IF Unluck was either a swift action spell (like Assay Spell Resistance), it would be good. If it didn't have a save (like Curse of Impending Blades) it would be good. With both, it is horrible, inefficient, and a waste of both a spell slot and an action. [/QUOTE]
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How to beat the "20 always succeeds" rule
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