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General Tabletop Discussion
*Pathfinder & Starfinder
Narrative Space Options for non-spellcasters
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<blockquote data-quote="Starfox" data-source="post: 6150008" data-attributes="member: 2303"><p>If you want to make the case that area movement impairment spells (Web, spike stones, wall of thorns mainly) are overpowered, yeah, point conceded. Flight is somewhat different, as it is something players recognize and prepare for, but yes that can also be overpowered. These spells (like most of 3E) were designed with a dungeon environment in mind, where there simply is not enough space to use them well. On the other hand, considering the catastrophic consequences of having a melee character come into contact with a spellcaster, something along these lines is needed. </p><p></p><p>Perhaps what you are extolling here is the benefits of surprise, ambush, selecting your battlefield, and preparation. In the context of no prep time, a straight initiative roll and a 20 ft. distance between opponents (bash in the door style play), the caster is so dead. And if you reverse the situation above; the team has infiltrated the druid's sanctum when he returns to rest and jumps him as he steps out of his plant door - smack, no contest at all. Martial characters can also ambush.</p></blockquote><p></p>
[QUOTE="Starfox, post: 6150008, member: 2303"] If you want to make the case that area movement impairment spells (Web, spike stones, wall of thorns mainly) are overpowered, yeah, point conceded. Flight is somewhat different, as it is something players recognize and prepare for, but yes that can also be overpowered. These spells (like most of 3E) were designed with a dungeon environment in mind, where there simply is not enough space to use them well. On the other hand, considering the catastrophic consequences of having a melee character come into contact with a spellcaster, something along these lines is needed. Perhaps what you are extolling here is the benefits of surprise, ambush, selecting your battlefield, and preparation. In the context of no prep time, a straight initiative roll and a 20 ft. distance between opponents (bash in the door style play), the caster is so dead. And if you reverse the situation above; the team has infiltrated the druid's sanctum when he returns to rest and jumps him as he steps out of his plant door - smack, no contest at all. Martial characters can also ambush. [/QUOTE]
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Narrative Space Options for non-spellcasters
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