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General Tabletop Discussion
*Pathfinder & Starfinder
Overpowered/Underpowered Spells?
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<blockquote data-quote="two" data-source="post: 1570071" data-attributes="member: 9002"><p><strong>How I do it</strong></p><p></p><p>The way I figure out if a spell is overopwered or not is to ask the following question:</p><p></p><p>"If this spell is used in intelligent and min/maxxy fashion, will it change the way every encounter must be run, or force the GM to change the campaign world?"</p><p></p><p>Of the already-commented-upon spells, some easily fit the criteria:</p><p></p><p>Alter Self/Polymorph/Shape Change</p><p>Gate</p><p>Mord's Disjunction</p><p>Scry/Teleport</p><p>Silence</p><p></p><p>I think Alter Self is fine. But Polymorph Any Object/Shape Change, as written, with no limitations upon creatures polymorphed into, is ridiculous. If this spell is used often, and well, it can the tailed to precisely fit an opponent, or to greatly reduce the party's weaknesses. Yes, it might look stupid to have the party walking around in "troll form" or whatever, but it's incredibly effective and forces the GM to change every encounter.</p><p></p><p>Gate, if used often, is the same. Gate in some appropriate help for any reasonably-scary battle and have your life made much easier. Or have a Gated bodyguard for a while, etc.</p><p></p><p>Teleport is the same deal. If used intelligently (i.e. all the time) it's nearly impossible for a GM to figure out what the party is going to do, and to control battles. Unless the GM uses a lot of DimAnchors -- which substantially changes every encounter. Just makes the campaign world a mess, and is it really that fun? </p><p></p><p>Silence is another good example. A 1st level bard cohort with a wand of silence, readying it to cast when an enemy start to cast, is far more effective than he has any right to be. Basically, all enemy spell-casting can be shut down for the price of a 2nd level spell. Fun? (granted, this guy will be killed in an instant, but you get the point. Sub in a 10th level cleric cohort, a dedicated "silencer", and it's all over).</p><p></p><p>Just my opinions, but removing these spells entirely simply makes for a more fun and more entertaining (i.e. less binary) game.</p></blockquote><p></p>
[QUOTE="two, post: 1570071, member: 9002"] [b]How I do it[/b] The way I figure out if a spell is overopwered or not is to ask the following question: "If this spell is used in intelligent and min/maxxy fashion, will it change the way every encounter must be run, or force the GM to change the campaign world?" Of the already-commented-upon spells, some easily fit the criteria: Alter Self/Polymorph/Shape Change Gate Mord's Disjunction Scry/Teleport Silence I think Alter Self is fine. But Polymorph Any Object/Shape Change, as written, with no limitations upon creatures polymorphed into, is ridiculous. If this spell is used often, and well, it can the tailed to precisely fit an opponent, or to greatly reduce the party's weaknesses. Yes, it might look stupid to have the party walking around in "troll form" or whatever, but it's incredibly effective and forces the GM to change every encounter. Gate, if used often, is the same. Gate in some appropriate help for any reasonably-scary battle and have your life made much easier. Or have a Gated bodyguard for a while, etc. Teleport is the same deal. If used intelligently (i.e. all the time) it's nearly impossible for a GM to figure out what the party is going to do, and to control battles. Unless the GM uses a lot of DimAnchors -- which substantially changes every encounter. Just makes the campaign world a mess, and is it really that fun? Silence is another good example. A 1st level bard cohort with a wand of silence, readying it to cast when an enemy start to cast, is far more effective than he has any right to be. Basically, all enemy spell-casting can be shut down for the price of a 2nd level spell. Fun? (granted, this guy will be killed in an instant, but you get the point. Sub in a 10th level cleric cohort, a dedicated "silencer", and it's all over). Just my opinions, but removing these spells entirely simply makes for a more fun and more entertaining (i.e. less binary) game. [/QUOTE]
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