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General Tabletop Discussion
*TTRPGs General
Next Expanded/3.5 book should be
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<blockquote data-quote="A'koss" data-source="post: 2527830" data-attributes="member: 840"><p>Sample tactics are good, particularly those with set abilities, but having pre-set tactics have limited utility with NPCs, monsters with classes when there are so many options available and different synergies. </p><p></p><p>There are certainly many ways to skin this cat. The one I've liked the best so far is turning Save or Die/Nerf effects into spells more like Holy Word. Against weaker foes it is very good, but with diminishing effects as you target higher level opponents. For example, domination might affect several weak targets, 1 more powerful (but still weaker) target, control someone close to your level for 1 round or befuddle a more powerful opponent for a round as he shakes it off.</p><p></p><p>You don't have to be stupid, just being caught by surprise is enough.</p><p></p><p>That's not the point. The point is that the disparities between the classes at very high levels means your weaknesses are, IMO, inordinately weak for your level and are too easily taken advantage of.</p><p></p><p>There's not much I can really comment on though regarding your template/feat suggestions without actually seeing them in action.</p><p></p><p>Just straight damage output is enough IME. Power Attacks, spell damage, uber magical weapons in hands of Warrior-types with power-up suites, etc.</p><p></p><p>Wizard and Rogue types are especially vulnerable to heavy hitters with power attack. Disintegrate, especially maximized, is another killer for those with weak Fort Saves. </p><p></p><p>Disjunction? </p><p></p><p>(squish) </p><p></p><p>I see no disjunction here... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="A'koss, post: 2527830, member: 840"] Sample tactics are good, particularly those with set abilities, but having pre-set tactics have limited utility with NPCs, monsters with classes when there are so many options available and different synergies. There are certainly many ways to skin this cat. The one I've liked the best so far is turning Save or Die/Nerf effects into spells more like Holy Word. Against weaker foes it is very good, but with diminishing effects as you target higher level opponents. For example, domination might affect several weak targets, 1 more powerful (but still weaker) target, control someone close to your level for 1 round or befuddle a more powerful opponent for a round as he shakes it off. You don't have to be stupid, just being caught by surprise is enough. That's not the point. The point is that the disparities between the classes at very high levels means your weaknesses are, IMO, inordinately weak for your level and are too easily taken advantage of. There's not much I can really comment on though regarding your template/feat suggestions without actually seeing them in action. Just straight damage output is enough IME. Power Attacks, spell damage, uber magical weapons in hands of Warrior-types with power-up suites, etc. Wizard and Rogue types are especially vulnerable to heavy hitters with power attack. Disintegrate, especially maximized, is another killer for those with weak Fort Saves. Disjunction? (squish) I see no disjunction here... ;) [/QUOTE]
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Next Expanded/3.5 book should be
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