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General Tabletop Discussion
*Pathfinder & Starfinder
Overpowered/Underpowered Spells?
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<blockquote data-quote="ConcreteBuddha" data-source="post: 1576965" data-attributes="member: 3139"><p>Depends on the situation. If I know that I'm about to attack something, then yeah...same rationale works behind Spell Resistance, Shield of Faith, and anything else that is 1m/cl. Obviously, I'm going to eventually upgrade to items, but between level 3 and 13, I'd rather go for an Extend Spell rod, a Ring of Counterspelling (Dispel Magic) and eventually a Bead of Karma. </p><p></p><p>At level 7, 14 minutes isn't bad. It just means that you have to go through one big encounter or two to three smaller encounters. Also, you can't sit around while the rogue searches every square inch of wall for treasure.</p><p></p><p></p><p>And generally, IMX, the PCs choose when to have encounters. Enemies rarely surprise the bad guys, and if they do, the PCs generally have the resources (and the wits) to flee.</p><p></p><p></p><p>I'm guessing that the 1min/cl buff spells see less use in games where the NPCs determine when encounters happen and/or when PCs must have encounters all day long.</p><p></p><p>In the first case, the PCs are not scouting effectively, or the DM is using NPCs who are more powerful than the PCs.</p><p></p><p>The second case arises when there is a time limit. </p><p></p><p></p><p>.</p><p>.</p><p>.</p><p>Agreed, 10m/cl would probably have been better. But even at 1m/cl these spells aren't useless.</p></blockquote><p></p>
[QUOTE="ConcreteBuddha, post: 1576965, member: 3139"] Depends on the situation. If I know that I'm about to attack something, then yeah...same rationale works behind Spell Resistance, Shield of Faith, and anything else that is 1m/cl. Obviously, I'm going to eventually upgrade to items, but between level 3 and 13, I'd rather go for an Extend Spell rod, a Ring of Counterspelling (Dispel Magic) and eventually a Bead of Karma. At level 7, 14 minutes isn't bad. It just means that you have to go through one big encounter or two to three smaller encounters. Also, you can't sit around while the rogue searches every square inch of wall for treasure. And generally, IMX, the PCs choose when to have encounters. Enemies rarely surprise the bad guys, and if they do, the PCs generally have the resources (and the wits) to flee. I'm guessing that the 1min/cl buff spells see less use in games where the NPCs determine when encounters happen and/or when PCs must have encounters all day long. In the first case, the PCs are not scouting effectively, or the DM is using NPCs who are more powerful than the PCs. The second case arises when there is a time limit. . . . Agreed, 10m/cl would probably have been better. But even at 1m/cl these spells aren't useless. [/QUOTE]
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