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Insubstantial rules irk anyone else?
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<blockquote data-quote="IceFractal" data-source="post: 4339375" data-attributes="member: 27704"><p>But that's the thing - it wasn't a moot issue, because using the options that kicked ass on swarms/incorporeals/whatever were less effective in general, so there was a trade-off:</p><p>* Make your primary weapon Ghost Touch - well that's one less +1 you can have in general. But against incorporeal creatures, you'll be glad to have it.</p><p>* Magic Missile (and other force spells) - Generally, these do less damage for their level, and against normal foes you'd be better off with other choices. But against incorporeal creatures, or foes with a lot of resistances, they pay off.</p><p>* Area of Effect spells - likewise, against a single foe or even a small group, there are much better options. But when the swarms or hordes of mooks come into play, AoEs rule the day.</p><p></p><p></p><p>So it was a trade-off that served both as a strategic choice, and a way to define your character - a ghost hunter would be well prepared for incorporeal creatures, and as a result would shine in such an encounter. A war-mage might be geared specifically to fighting large numbers of humanoids, and this would have an actual effect on battle, not just fluff.</p><p></p><p>And for that matter, it's not binary. Maybe your primary weapon isn't Ghost Touch, but you have a backup that is, or a magic oil that can help, while supplies last. Maybe you're not AoE-focused, but you can prepare a few.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 4339375, member: 27704"] But that's the thing - it wasn't a moot issue, because using the options that kicked ass on swarms/incorporeals/whatever were less effective in general, so there was a trade-off: * Make your primary weapon Ghost Touch - well that's one less +1 you can have in general. But against incorporeal creatures, you'll be glad to have it. * Magic Missile (and other force spells) - Generally, these do less damage for their level, and against normal foes you'd be better off with other choices. But against incorporeal creatures, or foes with a lot of resistances, they pay off. * Area of Effect spells - likewise, against a single foe or even a small group, there are much better options. But when the swarms or hordes of mooks come into play, AoEs rule the day. So it was a trade-off that served both as a strategic choice, and a way to define your character - a ghost hunter would be well prepared for incorporeal creatures, and as a result would shine in such an encounter. A war-mage might be geared specifically to fighting large numbers of humanoids, and this would have an actual effect on battle, not just fluff. And for that matter, it's not binary. Maybe your primary weapon isn't Ghost Touch, but you have a backup that is, or a magic oil that can help, while supplies last. Maybe you're not AoE-focused, but you can prepare a few. [/QUOTE]
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