Is Ray of Enfeeblement too good?

gnomebarbarian

First Post
ROE is not overpowered

There are more then just the 2 ways you mentioned for bad guys to overcome the bad effects of the spell. You said not every bad guy can have Spell resistance or globes of invulnerability. this is true... but mix things up a little to try different ways to combat your PC's favorite tactics. Also, its been said, but only 1 ROE can effect someone at a time because it doesn't stack.

The main thing is if your group always uses the same tactics (like it sounds your PC's are doing) it should be easy to take a huge advantage of it and even turn it against them.

In this instance there are several ways you could mess up there "plan A" approach to everything, other then just the 2 things you mentioned. First you could give your npc's things like invisibility potions.. cant cast a spell at it if you cant see it right? (well actualy you can cast rays still even if you cant see something but being able to hit it is another matter) Darkness works for this too as do several other low level spells... blink, blur, obsuring mists, blindness (on the PC's) mirror image, silence, illusions and others.

what about counterspelling? give em a bull's str potion to counter the effect. cats grace helps em avoid the ray from hitting. throw in a low level mage or cleric against them in the encounters who hold an action to counterspell.

have someone throw a few thunderstones at the start of combat (20% spell faliure chance to cast Verbal spells like ROE) or drop a few smokesticks (again cant hit someone very well with a ray if you cant see em), entangle them with tanglefoot bags (again chance of spell faliure to cast while entangled) low cost alchemy items can be useful with thought and planing, and even a goblin can use them.

use spell turning on em to zap them right back. throw some undead templates on creatures or other things that are immune to ability damage/drain etc. they still have to make the ranged touch attack as well... dont forget to have them make those rolls (I know touch attacks are easy to make but you can miss.)

Do they have weapons or items that they rely on all the time to the point they dont have good backups? SUNDER that toy!... its fun and not that hard to do. don't forget grappling.. it makes spell casting a pain... pepper em with missile fire from concelmeant.

use reach weapons and take advantage of attacks of oppurtinity against the casters. keep baddies out of range, using cannon fodder (i.e. minions) to block them from getting in close. ROE has a very short range. What about having minions just standing in front of your big bad guys to give concealment or cover... you cant cast a ray right through someone.

if you notice PC's use certain trends try to think up as many ways as possible to counter it and have a few ready for encounters so that your not always just using the same thing... players start feeling cheated if every time you counter them with the same thing (like you said not everything can have spell resistance or globes of invul.)

Also think about how player knowledge will come into effect in your game. And not matter how much you try to separate player knowledge and character knowledge it will still come into play. For instance, everyone that plays DnD knows that Red Dragons take extra damage from cold and are immune to fire right?

Well have that dragon cast disguise self ahead of time to just turn its scales white so it looks like a white dragon. Hold off using its breath weapon for a few rounds so they waste time and effort casting fire spells and such attacks on it instead of cold. Have that red dragon have some protection from cold. (a dragon has so much better chances of knowing the characters are there first 4 times the vision of humans, blindsense, sent, excellent hearing etc. that they should always have a little time to prepare first)

Edit: added breaks for ya sorry hehe.
 
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hero4hire

Explorer
the most dangerous use I have seen with this spell is sudden maximizing it when it is empowered. 16 str penalty takes the fight out of many a foe
 

Hypersmurf

Moderatarrrrh...
hero4hire said:
the most dangerous use I have seen with this spell is sudden maximizing it when it is empowered. 16 str penalty takes the fight out of many a foe

Of course, a 16 is only on a 5 or 6. It might only be 14. :)

-Hyp.
 

Quinnman

First Post
Corsair said:
It's perfectly fine as is.

I disagree ;)

It is a munchkin spell made for a munchin game... and if you play a munchkin (monty hall) game, then I agree - it fits right in! ;)... but if you don´t play a munchkin game, then the spell is too powerfull for a 1st level spell!

I don´t know how many of you play with strict encumbrance rules, but we do!... and then the RoE gets frightingly good (with a save it is more balanced, but still good)...

IndyPendant said:
Ah, good call Hyp, thanks. Change my post to say then "What if RoE was houseruled so that the modification to strength did not affect Encumbrance? Then I think it would be balanced." : )

I agree, this would probably make it ok rule-wise, but the logic of it gets a bit weird ;)
I think I´ll just stick with keeping the save in place...
 


Jhulae

First Post
Shadowdweller said:
Or more literally, perhaps? WotC is saying that when you sneak attack with an Enervation spell you do NOT deal extra negative levels or ability damage (+5d6 if we're talking 10th level rogue, again) because that would be BROKEN.

Any sneak attack damage on a spell dealt by a rogue is HP damage that's considered as if it were from a Negative Energy source.

If a 9th level rogue managed to sneak attack something with a Wand of Enervation, the target (assuming they could be effected by it) would take 1d4 negative energy levels, and 5d6 HP worth of negative energy damage.
 

Jdvn1

Hanging in there. Better than the alternative.
Jhulae said:
Any sneak attack damage on a spell dealt by a rogue is HP damage that's considered as if it were from a Negative Energy source.
I've been following this thread on-and-off. Could you show where you got this from?
 

Mistwell

Crusty Old Meatwad (he/him)
Guys, this thread is suddenly going in a big circle. We are now hearing the same arguments already pretty clearly settled earlier in the thread with tons of rules quotations and pretty definitive agreement by just about everyone.

To recap:

1) The senario laid out to begin this thread was the result of an incorrect intepretation of the spell. The penalties do not stack because it is a PENALTY, and not ability DAMAGE, and that kind of penalty does not stack. So you can only use the spell once on an opponant. This makes the tactic useful, particularly if you are careful about encumbrances, but not overpowering;

2) A maximized and empowered spell does not empower off the maximized result, it empowers off the original spell, which is then added to the maximized result for a total. This can be seen in the feat descriptions;

3) Sneak attack damage does not apply to this spell, since it is not ability DAMAGE from the spell, but an ability PENALTY. The use of the word Penalty instead of Damage is meaningful with respect to whether or not the spell is considered "weaponlike". If it does not deal DAMAGE, then it is not a weaponlike spell, and therefore sneak attack damage cannot apply;

4) For spells that DO deal ability DAMAGE, the sneak attack that can apply to that spell deals extra hit point damage of the negative energy type, and not ability damage.
 
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reanjr

First Post
shilsen said:
Yup. Pg. 131, the first paragraph under ... surprise, surprise ... Clothing :)

Which is only there because the designers knew all the powergamers were going to have their characters run around naked. And D&D is supposed to be a freindly game for youngsters. :)
 

reanjr

First Post
juliaromero said:
That reminds me of a related question. When are you too weak to carry your own bulk? What does having a 1 strength mean? And even if a human could move normally wiht no movement penalty, what about something like a big elder earth elemental. You'd think that a big hunk of solid rock like that would have a hard time moving itself anywhere with a 1 strength.

Since carrying capacity is scaled with size, having a Strength of 1 for a human is the same as having a Strength of 1 for a dragon or a flea. Strength 0 represents too weak to lift your own weight.
 

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