KarinsDad said:
No, it isn't. You just haven't thought this through.
We could take a poll here and maybe one player of a Sorcerer out of fifty might actually take GMW if it fit his character conception, but it would be rare. There are just too many better third level spells for Sorcerers to take, both in core rules and in supplements. The other reason that GMW is typically a poor choice for Sorcerers is that they can be metamagic specialists and the only useful metamagic that stacks with GMW is Extend Spell.
Since metamagiced spells pretty much suck for Sorcerers (as they take a full round action to cast for them), I'm not sure where you get the idea that Sorcerers are "metamagic specialists". I have never seen a Sorcerer cast a metamagiced spell, the cost in actions is just too high.
You have GOT to be kidding. Yes, in a situation where players are expecting a DR encounter, sure the Wizard might study it.
But, on a re-occurring basis? Our players are too smart for that.
GMW is more a specific situation spell than a general use spell unless your players are lazy and get into a rut.
Or don't know what they are doing.
The DC for most 9th level Wizards on the spell is a minimum of 16. Most 9th level opponents would have less than a 50% chance of saving on that. Assuming 50%, that's an average of 21 points of damage per opponent in the area of effect. Since this tactic is generally only useful in the first round or so when opponents have yet to close, that means that typically, several opponents are damaged either 15 or 31 points on average. 9th level challenges tend to have an average of about 60 hit points, so assuming that you hit two thirds of your opponents with the spell, a third of your opponents are half damaged in round one and another third are quarter damaged. You wouldn't use this spell if you could not get multiple opponents in the blast.
And the last sentence is what makes it not that useful. You have to have the right situation, and the damage is concentrated all at once. Sure that can be useful, but in many cases, your opponents aren't going to bunch up in nice clusters for you as they approach, especially without having your allies intemixed with them.
As compared to maybe 33 extra points of damage (to be totally fair, you have to realize that not all 15 shots will hit, maybe 75% will hit typically, just like maybe 50% of opponents will make their saves) spread over multiple opponents over 5 rounds over what the archer would have done anyway?
In my experience, an focused archer character almost never misses. For example, the last such character I saw in play:
BAB +10
Dexterity +3
Gloves of Dexterity +2
Bracers of Archery +2
Magic Bow +1
GMW Arrows +3
Weapon Focus +1
Point Blank Shot (if within 30 feet) +1
For a total of +21, +22 if within 30 feet. This becomes +19/+19/+14 using Rapid Shot, better within 30 feet. Compare that to the typical ACs of most CR 10 opponents (for example, a Fire Giant, CR10 Leneraran Hydra or Retriever) and you will find that an archer's shots will almost always hit, frequently only missing on a 1 for his first two shots, and hitting well over 75% of the time on his third.
Plus, the archer often wastes damage. An opponent with 2 hit points remaining taking 12 or more points (assuming your example of +3 arrows, Bracers of Archer, Weapon Specialization, probably Point Blank range, and possibly a Mighty Bow). The extra +3 damage from the arrows does not really help there. Fireballs tend to be cast early on and none of the damage is wasted.
Lots of fireball damage is usually wasted. Against fodder type opponents lots of its damage is completely wasted: say some ogres accompanying that giant your are fighting, or a gang of harpies supporting some demon or something. In those cases, lots of the fireball damage is going to be wasted.
Further, the spread of a plain fireball isn't that great. A 20 foot radius is just not that big. Frequently you can get no more than two opponents in the area, maybe three if you get lucky. This is not such a huge advantage that it offsets the archer's ability to selectively inflict damage.
The important point here is that the Wizard shifts the battle towards victory in round one.
Actually, in many cases, the Wizard shifts the battle towards victory a little bit, and doesn't concentrate his damage enough to take out any single opponents. This is a problem, since eliminating threats early is a huge advantage. The ability concentrate
or spread damage is a huge advantage. Archers can do this. A wizard with a bunch of fireballs in his pocket can't.
The archer slowly but surely finishes it. The Fireball for the Wizard does as much damage in one round against one opponent than the GMW does for the archer does over all of his opponents over the course of the entire battle. This means that with the Fireball, more opponents fall earlier in earlier rounds which results in the battle taking fewer rounds, the party taking less damage, and the resultant healing requirements being less.
No, because the Wizard's damage is spread over many opponents, while the archer can concentrate his or spread it out. I know that when the last party I saw was confronted with lots of giants, the group quickly figured out that fireball and lightning bolt were virtually useless, but that concentrated archery fire was extremely effective.
All in all, Fireball when you can use it, kicks butt big time over GMW.
Well, to put it bluntly, you don't know what you are talking about, primarily because you haven't worked through the problem.
And, this is not even talking about the Slow spell. I've seen Slow virtually decimate the fighting capacity of a Dragon several times in 3E.
Against a dragon's Will save? Please. Now you
are talking about fantasies. Or you are fighting things of a lower CR than you should.
Or the Haste spell cast on that same archer,
Virtually irrelevant, since it only gives him a single extra attack. The party I referenced earlier had Haste available for months of game time and used it once or twice. It is nice, but for non-spellcasters it isn't that helpful.
or the Wizard, or a Fighter with Greater Cleave. Haste on a Fighter tends to give him Full Round Attacks every single round and most melee feats are superior than ranged missile feats.
They can be, or not. An archer can target things in many different places, the melee fighter cannot, even while hasted, since he has to move between targets. Most combats I have seen involve a lot of maneuver, and foes that are spread out in many cases.
Well, then you are thinking incorrectly. GMW is a fine tactic, but one of the best? Not even close.
"Thinking incorrectly"? I guess that's what you come up ith when you don't use the tactic much and don't pay attention.
Even firing and hitting with all 50 arrows (which won't happen) at 9th level only results in 150 extra points of damage.
I've seen a dedicated archer fire 48 arrows and miss once. Archery attack bonuses get so high so quickly that it becomes very easy to score incredible hit rates if you fight lots of opponents in your CR range.
I've seen Fireballs do that much (rarely, but it happens). But, I suspect that most of the arrows are still in the quiver most days. If not, then your archers are going through 50 arrows a day and must be carrying around bags of holding, just to pull out their crates of arrows.
Or they have pack horses. I remember the party archer would routinely have 200 to 400 arrows packed onto his pack horse (which for a pack horse is a negliglble amount of extra weight). A
Quiver of Ehlonna is very helpful here too.
[snip silly, unverifiable woofing and puffing about how wonderful the palyers in KarinsDad's campaign are. You are only as good as your opponent, and you may or may not be a good opponent for them, so talking them up is just empty praise on a message board).
GMW is not great. It is ok. It can be absolutely required in some circumstances. But at 10th and lower levels, it will hardly be taken every day in most groups. The only reasons it might be taken at higher levels is because GMW is more potent at higher levels and casters at higher levels tend to have more spell slots available, hence, they have more flexibility with their spells.
But, it's real simple SR. Ask the people here on the boards how often their players use GMW and what level their characters are. Put up a poll and let's find out.
Proof by popularity is not proof of effectiveness. It is proof of how popular something is. Nothing more.
Then, you are not challenging them as a DM.
Or you aren't. Perhaps your tactics play into the hands of the "fireball everything in sight" and those of myself and other DMs I have seen do not. Your assumption that
your challeneges are somehow superior is unfounded.
[snip more silly puffery that out of context is meaningless, and evidence of nothing]
As seen time and time again, good tactics do not rely on specific spells.
They rely on leveraging your specific spells into usable situations. One thing you have missed out on is that the fireball happens once, while the GMW lasts for hours and mutiple combats. It only takes about 15 arrows to equal the typical damage output on a fireball, and the archer has two and a half times
more enchanted arrows available if he needs them for a second fight.
I think you are too caught up in a tactic your group has latched on to, regardless of how good other tactics may be. Yes, your group may do it. But, I doubt most groups do it on a steady basis until they get to higher levels. Yes, pumping up your allies is often a good choice, but one Dispel Magic can wipe that out quick. Most groups learn that the hard way.
Assuming your foe has a dipel magic handy
and figures out that the archer has some dispellable effect
and targets him over someone else
and wins the opposed check
and doesn't have something better to do, like casting a spell that will deal damage or something. Yes it can be dispelled, but so can haste, fly, slow, cat's grace and all other spells with a duration.
No single spell or tactic is the be all, end all. And, using GMW is nowhere near a great tactic in a lot of circumstances. Don't get me wrong. It's a good spell, especially at higher level. But, at 5th level, it is +1. At 8th, it is +2. It can help, but there are other third level spells which can help more since the result of GMW is a little extra damage most rounds, not a boatload of damage or the taking out of an opponent in a single round early on.
I have never seen a fireball come close to taking out a single CR10 opponent in one round. I have seen a dedicated archer do that.
It is a slow acting spell which means that although it can do damage for a long time, it also does not quickly kill opponents which allows them to counterattack.
Fireball is the quintissential "they can counterattack" spell most of the time. Dire wolves laugh off fireball damage most of the time, giants, monstrous vermin and other types of opponents you are likely to find at 9th-10th level and beyond just giggle when you toss a fireball, and then they make full attacks.
But, like I said, to support your position, put up a poll asking frequency and levels.
Ah yes, the "Backstreet Boys" form of evidence. If someting is popular it must be good, and if it isn't it must not be. Put up a popularity contest. That proves how effective something is, doesn't it? The fact that you would suggest this sort of thing as "evidence" tells me that you are not worth bothering with.