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General Tabletop Discussion
*Pathfinder & Starfinder
Secondary ability benefits - why the wizard inconsistency?
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<blockquote data-quote="Goumindong" data-source="post: 4373067" data-attributes="member: 70874"><p>Exactly, for the low low cost of 1d6+int you can move all friendlies and enemies in the blast 0-6 squares.</p><p></p><p>Its really quite handy for moving friendlies into flanking and separating enemies from their friends.</p><p></p><p>Its especially good if your friends get resistance gear against thunder damage.</p><p></p><p>E.G. Suppose we had the llikely unlikely arrangement of </p><p>P=player, Number=Enemy, Letters=Friendly, W= Wall of Something Painful</p><p>[code]</p><p>.W.3.W.</p><p>.WWWWW.</p><p>.......</p><p>..B2...</p><p>.......</p><p>..A.1..</p><p>...P...[/code]I could thunderwave the 9 squares in front of me and achieve the following result if i were able to Push 4</p><p></p><p>[code]</p><p>...2...</p><p>.W.3.W.</p><p>.WWWWW.</p><p>.......</p><p>..B1A..</p><p>.......</p><p>.......</p><p>...P...[/code]Both the friendlies would take 1d6+int, enemies 1 and 2 would take 1d6+int, and enemy two would take damage from the wall of something painful. While enemies 2 and 3 would need to cross or go around the wall, and likely be blocked from line of sight. Enemy 1 would be flanked by the friendlies A and B. Enemy 2 could be placed in such a way that it was closer to the defender and less likely to get back around the wall to take action(and if/when it did it would have to contend with the defender or lose more actions). If i did not hit the friendlies i would be unable to move an enemy into flanking and would be forced to push them both into the wall of something painful, which may or may not deal more damage than the flanking friendlies.</p><p></p><p>This is assuming everything hits.</p><p></p><p>The fact that Thunderwave is low damage actually increases its utility as a control power. Thunderlance is just terrible compared to it.</p><p></p><p>ED: What it would look like not hitting the friendlies which is probably not quite as tactically sound a position, because 3 and 2 can move to flank easier.</p><p></p><p>[code]</p><p>...2...</p><p>.W.3.W.</p><p>.WW1WW.</p><p>.......</p><p>..B....</p><p>.......</p><p>..A....</p><p>...P...[/code]</p><p></p><p>ED: as well, if there happened to be a real wall(X) on one side of that pointy wall, you could move your defender to this point here, so long as the defender was B</p><p></p><p>[code]</p><p>B...2..X</p><p>..W.3.WX</p><p>..WW1WWX</p><p>.......X</p><p>.......X</p><p>.......X</p><p>...A...X</p><p>....P..X[/code]</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4373067, member: 70874"] Exactly, for the low low cost of 1d6+int you can move all friendlies and enemies in the blast 0-6 squares. Its really quite handy for moving friendlies into flanking and separating enemies from their friends. Its especially good if your friends get resistance gear against thunder damage. E.G. Suppose we had the llikely unlikely arrangement of P=player, Number=Enemy, Letters=Friendly, W= Wall of Something Painful [code] .W.3.W. .WWWWW. ....... ..B2... ....... ..A.1.. ...P...[/code]I could thunderwave the 9 squares in front of me and achieve the following result if i were able to Push 4 [code] ...2... .W.3.W. .WWWWW. ....... ..B1A.. ....... ....... ...P...[/code]Both the friendlies would take 1d6+int, enemies 1 and 2 would take 1d6+int, and enemy two would take damage from the wall of something painful. While enemies 2 and 3 would need to cross or go around the wall, and likely be blocked from line of sight. Enemy 1 would be flanked by the friendlies A and B. Enemy 2 could be placed in such a way that it was closer to the defender and less likely to get back around the wall to take action(and if/when it did it would have to contend with the defender or lose more actions). If i did not hit the friendlies i would be unable to move an enemy into flanking and would be forced to push them both into the wall of something painful, which may or may not deal more damage than the flanking friendlies. This is assuming everything hits. The fact that Thunderwave is low damage actually increases its utility as a control power. Thunderlance is just terrible compared to it. ED: What it would look like not hitting the friendlies which is probably not quite as tactically sound a position, because 3 and 2 can move to flank easier. [code] ...2... .W.3.W. .WW1WW. ....... ..B.... ....... ..A.... ...P...[/code] ED: as well, if there happened to be a real wall(X) on one side of that pointy wall, you could move your defender to this point here, so long as the defender was B [code] B...2..X ..W.3.WX ..WW1WWX .......X .......X .......X ...A...X ....P..X[/code] [/QUOTE]
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Secondary ability benefits - why the wizard inconsistency?
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