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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Shortened buff spell durations: Good or bad?
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<blockquote data-quote="Bauglir" data-source="post: 917586" data-attributes="member: 6982"><p>Agreed on 2 counts, although I'd contend the recast point. How many buffs do you have memorised? I don't often see wizards and clerics memorizing backup buffs, in case the originals are dispelled. Sorcerers will likely take 1 or 2 of the 6, so there's some redundancy there I suppose, still it can hardly be assumed that they are available for recast.</p><p></p><p></p><p>Full plate offers high ac, with a low opportunity cost. (A 12 can be allocated to dex). While your touch ac will be low alongside someone with lighter armour and higher dex, the total AC is unequalled. It depends on your preference really (and I feel it is balanced - I quoted heavy ar as an example because it is popular ime at least)</p><p></p><p></p><p>The actual rogue abilites are largely about good reflexes and about versitility, not about hiding. Hiding is optional, and one of the many options open to rogues, yet it is near universally taken. Does that mean it's overpowered? I don't think it does.</p><p></p><p></p><p>Fair enough. On the other side of the coin, buffs are only sensible to cast before combat starts, and more often than not the players will not get advance notice of a combat, so this reduction will effectively take them from overused to near-unused; an entire reversal. Hence my opinion that the change was too much. Secondly it removes their out-of-combat functionality as many people have mentioned. Surely there's a middle ground?</p><p></p><p></p><p></p><p></p><p>Again with the jibes.</p><p></p><p></p><p>Depending on the adventure, easy access to sages may not be assumed. I've played in many adventures that occurred 'far from civilisation'. As far as cohorts go, well a feat costs more than a spell.</p><p></p><p></p><p>Again with the jibes. Yes I've played plenty of sorcerers (I prefer them to wizards in fact) and at low levels their BAB only lags a few points behind the others, so they can easily hold their own with a light crossbow, and use their second spell (a level1 sorcerer knows 2 spells) to mage armour the monk/rogue/whatever or magic missile the enemies. Casters at low levels are never that impressive.</p><p></p><p><em>EDIT: altered the quoted text that attempted to bypass the profanity filter. </em></p><p><em></em></p><p><em>Inline editorial opinion--"Hello in there," is a jibe and should be avoided as it serves no purpose other to heat up the thread. "You've never actually played a sorcerer, yes? I can tell," isn't really a jibe; it's an assumption. It suggests you have no experience because you haven't reached the same conclusion, but doesn't, say, suggest you're stupid because you haven't reached the same conclusion.</em></p><p><em></em></p><p><em>--Dinkeldog EN World Moderator</em></p></blockquote><p></p>
[QUOTE="Bauglir, post: 917586, member: 6982"] Agreed on 2 counts, although I'd contend the recast point. How many buffs do you have memorised? I don't often see wizards and clerics memorizing backup buffs, in case the originals are dispelled. Sorcerers will likely take 1 or 2 of the 6, so there's some redundancy there I suppose, still it can hardly be assumed that they are available for recast. Full plate offers high ac, with a low opportunity cost. (A 12 can be allocated to dex). While your touch ac will be low alongside someone with lighter armour and higher dex, the total AC is unequalled. It depends on your preference really (and I feel it is balanced - I quoted heavy ar as an example because it is popular ime at least) The actual rogue abilites are largely about good reflexes and about versitility, not about hiding. Hiding is optional, and one of the many options open to rogues, yet it is near universally taken. Does that mean it's overpowered? I don't think it does. Fair enough. On the other side of the coin, buffs are only sensible to cast before combat starts, and more often than not the players will not get advance notice of a combat, so this reduction will effectively take them from overused to near-unused; an entire reversal. Hence my opinion that the change was too much. Secondly it removes their out-of-combat functionality as many people have mentioned. Surely there's a middle ground? Again with the jibes. Depending on the adventure, easy access to sages may not be assumed. I've played in many adventures that occurred 'far from civilisation'. As far as cohorts go, well a feat costs more than a spell. Again with the jibes. Yes I've played plenty of sorcerers (I prefer them to wizards in fact) and at low levels their BAB only lags a few points behind the others, so they can easily hold their own with a light crossbow, and use their second spell (a level1 sorcerer knows 2 spells) to mage armour the monk/rogue/whatever or magic missile the enemies. Casters at low levels are never that impressive. [i]EDIT: altered the quoted text that attempted to bypass the profanity filter. Inline editorial opinion--"Hello in there," is a jibe and should be avoided as it serves no purpose other to heat up the thread. "You've never actually played a sorcerer, yes? I can tell," isn't really a jibe; it's an assumption. It suggests you have no experience because you haven't reached the same conclusion, but doesn't, say, suggest you're stupid because you haven't reached the same conclusion. --Dinkeldog EN World Moderator[/i] [/QUOTE]
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