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<blockquote data-quote="green slime" data-source="post: 6027118" data-attributes="member: 1325"><p>Agreed, IF the party resort to short duration buffs.</p><p></p><p>Don't know the level of your PCs, but there are a lot of buffs that actually last 10 mins / level (<em>Air Walk, Barkskin, Fireseeds, Flame Arrow, Freedom of Movement, Hide from Animals/Undead, Keen Edge, Protection from Energy, Resist Energy, See Invisibility, Spider Climb, Stoneskin </em>), or 1 hour / level (<em>Charm Person, False Life, Longstrider, Mage Armor, Greater Magic Fang/Weapon, Nondetection, Overland Flight, Protection from Arrows, Shield Other, Mass Suggestion, Tree Stride </em>). <em>Charm Monster</em> lasts 1 day/ level. <em>Halucinatory Terrain</em> lasts 2 hrs / level. <em>Heroes Feast</em> is another good boost. <em>Hallow</em> could've been useful, if given the time to prepare. <em>Wall of Iron</em> would narrow the straight even more. <em>Water Breathing</em> would allow a character to emerge and strike from the water, causing more chaos in the enemy ranks, and forcing them to guard that flank.</p><p></p><p>Add in an Extend Spell and suddenly that 12th level spellcaster has potentially a lot of buffs remaining after 2 minutes, or even 2 hours. Add in scrolls and wands, and they too, can contribute to the fight for a very long time, if they prepare themselves properly, and pace themselves (instead of going for broke in the first two minutes).</p><p></p><p>Nevertheless, these scenarios favour the fighter types: a well-equiped and supported high level fighter can keep going a long time. If the fighter has his weapon extended Keen, is stoneskinned, Other shielded, and protected from Energy types, those grunts will well learn the word respect. </p><p></p><p>Each pause in the enemy attack, also causes further delays: if you have 1000 people or more moving/charging up an embankment (<em>move earth</em>) to attack in a confined space, you can't suddenly halt them all to wait 2 minutes, without affecting coherence further back. Some are likely to ignore the halt order and continue, people in the back are going to push, other unit commanders are going to wonder what is going on, and react. In short, once committed to the attack, it is going to be very difficult to reign in that unit, until they are either broken or victorious.</p></blockquote><p></p>
[QUOTE="green slime, post: 6027118, member: 1325"] Agreed, IF the party resort to short duration buffs. Don't know the level of your PCs, but there are a lot of buffs that actually last 10 mins / level ([i]Air Walk, Barkskin, Fireseeds, Flame Arrow, Freedom of Movement, Hide from Animals/Undead, Keen Edge, Protection from Energy, Resist Energy, See Invisibility, Spider Climb, Stoneskin [/i]), or 1 hour / level ([i]Charm Person, False Life, Longstrider, Mage Armor, Greater Magic Fang/Weapon, Nondetection, Overland Flight, Protection from Arrows, Shield Other, Mass Suggestion, Tree Stride [/i]). [i]Charm Monster[/i] lasts 1 day/ level. [i]Halucinatory Terrain[/i] lasts 2 hrs / level. [i]Heroes Feast[/i] is another good boost. [i]Hallow[/i] could've been useful, if given the time to prepare. [i]Wall of Iron[/i] would narrow the straight even more. [i]Water Breathing[/i] would allow a character to emerge and strike from the water, causing more chaos in the enemy ranks, and forcing them to guard that flank. Add in an Extend Spell and suddenly that 12th level spellcaster has potentially a lot of buffs remaining after 2 minutes, or even 2 hours. Add in scrolls and wands, and they too, can contribute to the fight for a very long time, if they prepare themselves properly, and pace themselves (instead of going for broke in the first two minutes). Nevertheless, these scenarios favour the fighter types: a well-equiped and supported high level fighter can keep going a long time. If the fighter has his weapon extended Keen, is stoneskinned, Other shielded, and protected from Energy types, those grunts will well learn the word respect. Each pause in the enemy attack, also causes further delays: if you have 1000 people or more moving/charging up an embankment ([i]move earth[/i]) to attack in a confined space, you can't suddenly halt them all to wait 2 minutes, without affecting coherence further back. Some are likely to ignore the halt order and continue, people in the back are going to push, other unit commanders are going to wonder what is going on, and react. In short, once committed to the attack, it is going to be very difficult to reign in that unit, until they are either broken or victorious. [/QUOTE]
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