harmyn
First Post
Mistwell said:It's actually split almost 50-50 for offense spells. And the designers did that intentionally. You have an bunch of ray spells and energy spells like ray of enfeeblement, exhaustion, frost, scorching ray, enervation, etc., and those are ranged touch attacks. And then you have the saving throw spells, such as fireball and charm person. I think you will find it's split fairly well.
Which is why I've been focusing on the levels where magic missle is powerful, which is 5th to 9th levels.
If 99% of your NPCs DON'T lack a brooch of shielding and an already-up shield spell, you're probably metagaming as a DM. Not necessarily a bad thing, but not the norm either.
Then I again think your game is a bit off from the average. Ranged touch attacks should be missing around a third of the time from your typical sorceror or wizard. If you are running a high powered game (32 point ability score array, or easily available magic items to boost attacks) then that will change. But in your typical 25 point ability array with the highest stat in your spellcasting ability and second highest in constitution, your sorceror or wizard should be missing about a third of their ranged touch attacks, or at best a quarter. If they are hitting almost every time, you've varied from the average game.
Magic missle always hits, with no save, and it's a force attack so nothing has resistance or immunity (beyond spell resistance which applies to almost all spells, and those that do not are often touted as being the "other" overpowered spells like the orb spells). Even a 20th level fighter has a chance of missing, and most mid to high level opponants have resistances and immunities to the energy spells like fireball.
I use random roll for the characters in my game. But for purproses of this discussion here I posted up the needed To-Hit rolls for a fighter and Wizard of equal level against randomly chosen monsters of CR's 6-9; beasts they would normally be facing at their given level. The Wizard only had a Dex of 12, very easily achieved on a 25pt buy in - 16 for Int at 10pts, a 14 Con for 6 pts, a Dex of 14 for 4pts, and you can spend the last 5pts to get a 10, 11, and 8. respectable stats for that level of point buy. You will notice that for the most part on ranged touch attacks the Wizard need only rarely needs to roll any higher than the fighter on a d20 roll and I have already included the penalty for shooting into melee into the math. Frequently the wizard needs to roll slightly less than the fighter does, and most of those rolls involved a target number around 9 which will give you typically a 60% success rate.
So your rate of missing is about a third, and that is the same amount the fighter has to deal with. Figure that in with the fact that the fighter gets more attacks but only half the wizard's spell even need a to-hit roll and to me it all works out, especially given that most of those that don't need a to-hit roll can affect several targets at once (fireball, lightning bolt, cone of cold, color spray, sleep, etc.).
Again, I don't see the to hit roll that daunting, especially as you advance into the mid levels and low teens.
And you are correct, most of my foes don't have brooches of shielding or Shield spells up, unless they know what they are going up against. Know if they know a Sorcerer is coming after them, then to me its a no-brainer to secure the spell or magic item because it does negate one of the sorcerer's more popular attack options.