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Shortened buff spell durations: Good or bad?
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<blockquote data-quote="Grog" data-source="post: 921387" data-attributes="member: 6183"><p>Your wizard obviously doesn't think of tactics, if all he does after the party runs away is go somewhere else and meekly wait for his buff spells to expire.</p><p></p><p>You also assume that the wizard is going to be running after them and blundering into traps the party has set. He won't. He's a <strong>wizard</strong>, he has other options. He can dimension door to get ahead of them, for instance.</p><p></p><p>And as for people harming him again, if the wizard thinks there's a good chance of that, he can always beef up his defenses. He's not stupid.</p><p></p><p></p><p></p><p>You don't necessarily have to provoke the whole dungeon. For instance, RttToEE divided the dungeon into sections, and the inhabitants of each section would have their own defenses and tactics for reacting to intruders. Some were better than others.</p><p></p><p></p><p></p><p>I didn't say you <strong>needed</strong> those feats to be effective, I said you will be more effective with those feats than without them. And yes, you could get some of those feats, but you couldn't get all of them. I could. I could take all of those feats and a few item creation feats besides. Or take Improved Initative, or something else useful.</p><p></p><p></p><p></p><p>I'll say it again - my group has a much better chance of making it to that 5th combat than yours does. In all likelihood, that cloud giant would have dished out a large amount of damage to the party's front-line fighters if my wizard hadn't paralyzed it. This would have consumed resources for healing. Against the frost giants, my wizard's actions allow the party to kill them much faster than your actions do, again saving the party resources. Your wizard is saving his own resources, true, but because of that, the party as a whole is expending more resources. The result is a net loss to the party.</p><p></p><p>To take a simplistic example, let's say the party fights four cloud giants in a row, in seperate encounters. Your wizard is shooting them with his bow and mine is casting Hold Monster. By the odds, three of the four will fail their saves. So your party has taken a beating from four cloud giants, while mine has only taken a beating from one. My party is easily in shape to face a 5th encounter - can you say the same about yours?</p><p></p><p>And saving spells for future use is not always certain to be beneficial. Suppose the 5th encounter is with a vampire - Hold Monster won't do you much good there, will it? Against the cloud giant, you <strong>know</strong> the spell will be useful.</p><p></p><p></p><p></p><p>You can't apply probability here, because not all D&D campaigns are the same. If your DM doesn't use enemies that dispel very often, your Permanency has a good chance to last a while. If he does, it probably won't last long. But even if the DM doesn't use dispellers very often, a lot of players probably won't even want to take the chance of basically flushing XP down the drain.</p><p></p><p>But you're right - it is a matter of opinion.</p></blockquote><p></p>
[QUOTE="Grog, post: 921387, member: 6183"] Your wizard obviously doesn't think of tactics, if all he does after the party runs away is go somewhere else and meekly wait for his buff spells to expire. You also assume that the wizard is going to be running after them and blundering into traps the party has set. He won't. He's a [b]wizard[/b], he has other options. He can dimension door to get ahead of them, for instance. And as for people harming him again, if the wizard thinks there's a good chance of that, he can always beef up his defenses. He's not stupid. You don't necessarily have to provoke the whole dungeon. For instance, RttToEE divided the dungeon into sections, and the inhabitants of each section would have their own defenses and tactics for reacting to intruders. Some were better than others. I didn't say you [b]needed[/b] those feats to be effective, I said you will be more effective with those feats than without them. And yes, you could get some of those feats, but you couldn't get all of them. I could. I could take all of those feats and a few item creation feats besides. Or take Improved Initative, or something else useful. I'll say it again - my group has a much better chance of making it to that 5th combat than yours does. In all likelihood, that cloud giant would have dished out a large amount of damage to the party's front-line fighters if my wizard hadn't paralyzed it. This would have consumed resources for healing. Against the frost giants, my wizard's actions allow the party to kill them much faster than your actions do, again saving the party resources. Your wizard is saving his own resources, true, but because of that, the party as a whole is expending more resources. The result is a net loss to the party. To take a simplistic example, let's say the party fights four cloud giants in a row, in seperate encounters. Your wizard is shooting them with his bow and mine is casting Hold Monster. By the odds, three of the four will fail their saves. So your party has taken a beating from four cloud giants, while mine has only taken a beating from one. My party is easily in shape to face a 5th encounter - can you say the same about yours? And saving spells for future use is not always certain to be beneficial. Suppose the 5th encounter is with a vampire - Hold Monster won't do you much good there, will it? Against the cloud giant, you [b]know[/b] the spell will be useful. You can't apply probability here, because not all D&D campaigns are the same. If your DM doesn't use enemies that dispel very often, your Permanency has a good chance to last a while. If he does, it probably won't last long. But even if the DM doesn't use dispellers very often, a lot of players probably won't even want to take the chance of basically flushing XP down the drain. But you're right - it is a matter of opinion. [/QUOTE]
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Shortened buff spell durations: Good or bad?
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