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Sick of Magic Missile
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<blockquote data-quote="Slobber Monster" data-source="post: 2618736" data-attributes="member: 27687"><p>Hmmm... the aggro effect is worth considering. I'll give that one some thought. I don't want to unfairly pick on those PC's just for boring me, though.</p><p></p><p>I actually think MM is mechanically speaking, much duller than a sword swing or fired arrow. The big reason for this to me is the combination of no-save, medium range, and autohit. Basically it's one of the few attacks in the entire game that completely ignores every standard defensive quality of an opponent except for hp's and spell resistance. So the dex based opponent doesn't get to avoid it with touch AC, Reflex save, or Evasion. It's also not affected by armor, energy resistance, size bonuses, flight, cover, firing into melee, or risk to the caster based on proximity to foe.</p><p></p><p>The primary counter is <em>shield</em>, and that totally nullifies MM, so it's not something I'd want opponents to use all the time. I like to design challenges that take away some of the group's standard options, but I don't like screwing over players so they can't use their abilities all the time. I know I have other options for designing to make magic missile less effective - things like attacking the group from long range, using hordes of week foes, or attacking from total concealment. I will be using them, but these things hinder all kinds of other spells and abilities <em>just as much as they do magic missile</em>.</p></blockquote><p></p>
[QUOTE="Slobber Monster, post: 2618736, member: 27687"] Hmmm... the aggro effect is worth considering. I'll give that one some thought. I don't want to unfairly pick on those PC's just for boring me, though. I actually think MM is mechanically speaking, much duller than a sword swing or fired arrow. The big reason for this to me is the combination of no-save, medium range, and autohit. Basically it's one of the few attacks in the entire game that completely ignores every standard defensive quality of an opponent except for hp's and spell resistance. So the dex based opponent doesn't get to avoid it with touch AC, Reflex save, or Evasion. It's also not affected by armor, energy resistance, size bonuses, flight, cover, firing into melee, or risk to the caster based on proximity to foe. The primary counter is [i]shield[/i], and that totally nullifies MM, so it's not something I'd want opponents to use all the time. I like to design challenges that take away some of the group's standard options, but I don't like screwing over players so they can't use their abilities all the time. I know I have other options for designing to make magic missile less effective - things like attacking the group from long range, using hordes of week foes, or attacking from total concealment. I will be using them, but these things hinder all kinds of other spells and abilities [i]just as much as they do magic missile[/i]. [/QUOTE]
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