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"I hate math"
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<blockquote data-quote="ashockney" data-source="post: 1646115" data-attributes="member: 1363"><p>That combat combination is completely sick. What a melee machine. One good dispel completely demolishes him! This brings up an interesting point/pitfall for high level D&D...should the characters/combats be SO reliant on buffs? I think it would be much cooler to transfer some of this to "tactics" and some to "class abilities" or "feats" for the fighters. Let the buffs be very, very quick "one shot" stuff that won't be missed if it's not there, but could be the difference in the combat if it's up (like prayer).</p><p></p><p></p><p></p><p></p><p>These are excellent points Drakonus! I love them! I absolutely love them all!</p><p></p><p>An interesting point about high level pitfalls...what good are the maps above 12th or 16th level? What a waste of potentially enormous time and resources! Anyone else know what I'm talking about here?</p></blockquote><p></p>
[QUOTE="ashockney, post: 1646115, member: 1363"] That combat combination is completely sick. What a melee machine. One good dispel completely demolishes him! This brings up an interesting point/pitfall for high level D&D...should the characters/combats be SO reliant on buffs? I think it would be much cooler to transfer some of this to "tactics" and some to "class abilities" or "feats" for the fighters. Let the buffs be very, very quick "one shot" stuff that won't be missed if it's not there, but could be the difference in the combat if it's up (like prayer). These are excellent points Drakonus! I love them! I absolutely love them all! An interesting point about high level pitfalls...what good are the maps above 12th or 16th level? What a waste of potentially enormous time and resources! Anyone else know what I'm talking about here? [/QUOTE]
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