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Reigning in casters
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<blockquote data-quote="Elf Witch" data-source="post: 6288288" data-attributes="member: 9037"><p>Another way is to have an enemy spellcaster counter spell the caster. There are times that I have had my NPC caster do this because they have been studying the party and their tactics and are prepared. I found sorcerers are great at this. </p><p></p><p>Another tactic I like is have a rogue or a monk target the caster forcing them to combat cast or risk getting an attack of opportunity. Or having an archer just target the caster from a superior position. Protecting the archer from the melee party members. </p><p></p><p>Also those pesky spells like invisible, teleport, scry, well the NPC casters have access to those too. </p><p></p><p>I do like adding things to spells that make them not as good as doing it mundanely. Knock for example will unlock the door but it makes a loud knocking noise so not great if you are trying to sneak.</p><p>I still use the scry rules from 3.0 which required putting ranks into scry. I don't allow teleport without error unless you are very familiar with the area. And to teleport more than yourself requires a concentration check.</p><p></p><p>And some spells require rituals that take time. Teleport is one of those. </p><p></p><p>I have not found that players who delight in system mastery necessarily chose wizards over other builds. I have more trouble with the ones who know how to combine classes, feats and prestige classes to make a character that makes me as DM feel that I need to nuke them from space just to be sure. <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=";)" /> Taking precautions ahead of time helps with that too.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6288288, member: 9037"] Another way is to have an enemy spellcaster counter spell the caster. There are times that I have had my NPC caster do this because they have been studying the party and their tactics and are prepared. I found sorcerers are great at this. Another tactic I like is have a rogue or a monk target the caster forcing them to combat cast or risk getting an attack of opportunity. Or having an archer just target the caster from a superior position. Protecting the archer from the melee party members. Also those pesky spells like invisible, teleport, scry, well the NPC casters have access to those too. I do like adding things to spells that make them not as good as doing it mundanely. Knock for example will unlock the door but it makes a loud knocking noise so not great if you are trying to sneak. I still use the scry rules from 3.0 which required putting ranks into scry. I don't allow teleport without error unless you are very familiar with the area. And to teleport more than yourself requires a concentration check. And some spells require rituals that take time. Teleport is one of those. I have not found that players who delight in system mastery necessarily chose wizards over other builds. I have more trouble with the ones who know how to combine classes, feats and prestige classes to make a character that makes me as DM feel that I need to nuke them from space just to be sure. ;) Taking precautions ahead of time helps with that too. [/QUOTE]
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