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General Tabletop Discussion
*Dungeons & Dragons
Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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<blockquote data-quote="N'raac" data-source="post: 6169348" data-attributes="member: 6681948"><p>Then why would I choose a Fireball rather than Hasting our team?</p><p></p><p></p><p></p><p>Haste the fighters. They get AoO against spellcasters too.</p><p></p><p></p><p></p><p>I think spells to scare off the opponents can be found at lower levels - and are likely better to be the more flexible illusions than a Blast spell.</p><p></p><p></p><p></p><p>Why don't I just leave, then. Maybe after casting Invisibility and Fly since they are so far away. Or, again, use those intervening rounds to buff my team up. How often do you see a group THAT far away and know they are hostile and you wish to immediately engage in combat? If they are, let the archers handle it. </p><p></p><p></p><p></p><p>Well, at least that's one. </p><p></p><p></p><p></p><p>To actually be useful, Fireball needs to do meaningful damage. Otherwise, we can just let the archers deal with those far away enemies.</p><p></p><p></p><p></p><p>But those Fireballs have to be relevant, or they are not really "choices". Only viable options are really "choices".</p><p></p><p></p><p></p><p>You could. Maybe weapons should be pretty useless unless you take feats specific to one specific weapon choice too.</p><p></p><p></p><p></p><p>I typically see multiple encounters, and when that's not the case, beef up the single or two encounters so they are challenging knowing the team need not husband resources.</p></blockquote><p></p>
[QUOTE="N'raac, post: 6169348, member: 6681948"] Then why would I choose a Fireball rather than Hasting our team? Haste the fighters. They get AoO against spellcasters too. I think spells to scare off the opponents can be found at lower levels - and are likely better to be the more flexible illusions than a Blast spell. Why don't I just leave, then. Maybe after casting Invisibility and Fly since they are so far away. Or, again, use those intervening rounds to buff my team up. How often do you see a group THAT far away and know they are hostile and you wish to immediately engage in combat? If they are, let the archers handle it. Well, at least that's one. To actually be useful, Fireball needs to do meaningful damage. Otherwise, we can just let the archers deal with those far away enemies. But those Fireballs have to be relevant, or they are not really "choices". Only viable options are really "choices". You could. Maybe weapons should be pretty useless unless you take feats specific to one specific weapon choice too. I typically see multiple encounters, and when that's not the case, beef up the single or two encounters so they are challenging knowing the team need not husband resources. [/QUOTE]
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Is Spell Blasting Doomed to Suck Even More in Next than it did in 3.x?
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