Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="two" data-source="post: 3483319" data-attributes="member: 9002"><p><strong>Orbs Best when you need it!</strong></p><p></p><p>One thing that has been lost in all this interesting (for the most part) discussion is the fact that the orb spells are strongest, and most useful, WHEN THE SITUATION IS MOST DIRE.</p><p></p><p>Using the Orb spells vs. 1-4 opponents, particularly at mid or high levels (10+), is very, very strong. If there are 4 opponents, you can likely take one out immediately with a meta-magicked Orb (if 4 make a reasonable challenge, they can't all have really high HP). Taking out 1/4 of the opponents in one round is highly effective.</p><p></p><p>With 3, 2, or 1 opponent it is even more clear.</p><p></p><p>In mixed battles, with 10 mooks, 2 sub-monsters, an 1 major monster, the orb blaster should be able to take out the sub-monster in one round, and the major monster in 2 rounds. Just ignore the mooks for a while.</p><p></p><p>The ONLY time the orb blaster is unhappy is when faced by 5+ similarly powered monsters. Taking out one a round isn't that powerful. </p><p></p><p>On the other hand, an attack by 10 cr-appropriate monsters isn't a big deal. Sure, fireball is effective in this case, but so are a lot of other spells (acid fog, etc.). When you increase the numbers to 15 or 20, the power of each individual mook decreases. Yeah, the blaster mage is great at these sorts of things. But the party, as a whole, is likely not in much danger, and the orb slinger has a lot of other useful options (cloud spells, etc.).</p><p></p><p>When the orb master really shines is, well, WHEN YOU NEED HIM MOST.</p><p></p><p>Going up against some nasty high HP monster with magical defenses... or a high AC fighter type with great saves... etc.</p><p></p><p>I can think of a thousand monsters that make fireballers unhappy (high reflex save, mid-or-high SR, elemental immunities).</p><p></p><p>I can only think of a few SITUATIONAL setups where the Orb guy is unhappy. (the only monster that the orb guy hates is incorporeal undead types with high touch ac.)</p><p></p><p>At the end of the day, when the going gets tough, the Orb blaster has all his best features highlighted: lots of no save no sr damage to a single target with a near auto-hit.</p><p></p><p>At the end of the day, when the going gets tough, the evoker has all his weakest features highlighted: reflex save and SR (and elemental immunity).</p></blockquote><p></p>
[QUOTE="two, post: 3483319, member: 9002"] [b]Orbs Best when you need it![/b] One thing that has been lost in all this interesting (for the most part) discussion is the fact that the orb spells are strongest, and most useful, WHEN THE SITUATION IS MOST DIRE. Using the Orb spells vs. 1-4 opponents, particularly at mid or high levels (10+), is very, very strong. If there are 4 opponents, you can likely take one out immediately with a meta-magicked Orb (if 4 make a reasonable challenge, they can't all have really high HP). Taking out 1/4 of the opponents in one round is highly effective. With 3, 2, or 1 opponent it is even more clear. In mixed battles, with 10 mooks, 2 sub-monsters, an 1 major monster, the orb blaster should be able to take out the sub-monster in one round, and the major monster in 2 rounds. Just ignore the mooks for a while. The ONLY time the orb blaster is unhappy is when faced by 5+ similarly powered monsters. Taking out one a round isn't that powerful. On the other hand, an attack by 10 cr-appropriate monsters isn't a big deal. Sure, fireball is effective in this case, but so are a lot of other spells (acid fog, etc.). When you increase the numbers to 15 or 20, the power of each individual mook decreases. Yeah, the blaster mage is great at these sorts of things. But the party, as a whole, is likely not in much danger, and the orb slinger has a lot of other useful options (cloud spells, etc.). When the orb master really shines is, well, WHEN YOU NEED HIM MOST. Going up against some nasty high HP monster with magical defenses... or a high AC fighter type with great saves... etc. I can think of a thousand monsters that make fireballers unhappy (high reflex save, mid-or-high SR, elemental immunities). I can only think of a few SITUATIONAL setups where the Orb guy is unhappy. (the only monster that the orb guy hates is incorporeal undead types with high touch ac.) At the end of the day, when the going gets tough, the Orb blaster has all his best features highlighted: lots of no save no sr damage to a single target with a near auto-hit. At the end of the day, when the going gets tough, the evoker has all his weakest features highlighted: reflex save and SR (and elemental immunity). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
No spell resistance vs. Orb spells? Why?
Top