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Once and for all- Is D&D magic overpowered?
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<blockquote data-quote="MarauderX" data-source="post: 2231777" data-attributes="member: 9990"><p>What matters is that it takes time for the caster to get those spells off. If you have a mage that can cast for 12+ rounds while you dance with his peons, of course you are going to have problems. </p><p></p><p>To me the inverse is true. With Power Attack, weilding a weapon with two hands, and using reach, etc., a caster barely has a chance to scramble out of the way to execute a spell without interference. If there is an enemy rogue or monk, then chances are even slimmer as they glide by the front line with Spring Attack or a mediocre tumble. Flying can be countered by many means, but usually involves also using magic such as dispel, which makes falling another danger that also puts you prone. Getting intercepted by a fighter that deals out 100% of your HP in damage <em>per attack </em> spells instant death, just like hold and coup-de-grace. Grapple just opens a whole other can of worms that the common mage has to plan defensively for. </p><p></p><p>Getting to an entrenched mage may seem tough as there are many spells that can be set up in advance to makes matters really rough. Lasting through a mage's entire spell list will either require avoidance (rogue) or persistance (melee). And every party will be tagged by the invisible, flying, fireball-slinging mage with stoneskin. It's almost tradition, just like a mage dealing with a quiet rogue in a pitch black room. How the players have the PCs handle the situation may make or break the team. </p><p></p><p>If you're facing off one-on-one perhaps you need to rethink the strategy a bit. Charging headlong into a fray doesn't work every time; even Conan doesn't work that way. You have a cleric or other pseudo-spell slinger you can hire? Silence works wonders against full round spells, and others are great for manipulating the battlefield to limit what the enemy mage can do.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 2231777, member: 9990"] What matters is that it takes time for the caster to get those spells off. If you have a mage that can cast for 12+ rounds while you dance with his peons, of course you are going to have problems. To me the inverse is true. With Power Attack, weilding a weapon with two hands, and using reach, etc., a caster barely has a chance to scramble out of the way to execute a spell without interference. If there is an enemy rogue or monk, then chances are even slimmer as they glide by the front line with Spring Attack or a mediocre tumble. Flying can be countered by many means, but usually involves also using magic such as dispel, which makes falling another danger that also puts you prone. Getting intercepted by a fighter that deals out 100% of your HP in damage [I]per attack [/I] spells instant death, just like hold and coup-de-grace. Grapple just opens a whole other can of worms that the common mage has to plan defensively for. Getting to an entrenched mage may seem tough as there are many spells that can be set up in advance to makes matters really rough. Lasting through a mage's entire spell list will either require avoidance (rogue) or persistance (melee). And every party will be tagged by the invisible, flying, fireball-slinging mage with stoneskin. It's almost tradition, just like a mage dealing with a quiet rogue in a pitch black room. How the players have the PCs handle the situation may make or break the team. If you're facing off one-on-one perhaps you need to rethink the strategy a bit. Charging headlong into a fray doesn't work every time; even Conan doesn't work that way. You have a cleric or other pseudo-spell slinger you can hire? Silence works wonders against full round spells, and others are great for manipulating the battlefield to limit what the enemy mage can do. [/QUOTE]
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