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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sleep is the most worthless spell
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5412304" data-attributes="member: 82106"><p>Well, maybe ideally. It is a rather swingy power though and the only way it is going to be better for a non-orb wizard is if it is better across the board, I think. At that point it verges on broken for some situations.</p><p></p><p></p><p></p><p>It doesn't have to be that extreme at all. If I clip 3 enemies with it on round 1 it on average will be as effective as killing one entire opponent on that round in terms of action economy. That assumes that slow deprives the enemy of an action and that you can get 3 enemies in the AoE and probably means you either started at long range or went first. These aren't really extraordinarily unusual situations, but definitely not going to pop up every encounter. Once a day though? Chances are not bad you'll get decent use out of it every day. This is all without optimization of course, it can get better, though it is still basically an opening gambit.</p><p></p><p>The other cool thing about Sleep though is that it IS a non-damaging spell that can knock an enemy out of action. There are VERY few such powers in the game. That gives it a rather unique set of RP uses. Want to disable a guard but you really aren't wanting to hurt him? Sleep is a pretty good choice. That may not sway a lot of wizards to put it in their book, but then again those kinds of considerations can make the difference in an adventure. Certainly in the old AD&D days players scratched for that kind of extra flexibility at low levels.</p><p></p><p>Overall it makes a decent level 1 spell. It can go from trivial to very powerful. That is one of the nice things with it, in the hands of a 1st level PC it could be useful, yet it can earn its keep at level 30.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5412304, member: 82106"] Well, maybe ideally. It is a rather swingy power though and the only way it is going to be better for a non-orb wizard is if it is better across the board, I think. At that point it verges on broken for some situations. It doesn't have to be that extreme at all. If I clip 3 enemies with it on round 1 it on average will be as effective as killing one entire opponent on that round in terms of action economy. That assumes that slow deprives the enemy of an action and that you can get 3 enemies in the AoE and probably means you either started at long range or went first. These aren't really extraordinarily unusual situations, but definitely not going to pop up every encounter. Once a day though? Chances are not bad you'll get decent use out of it every day. This is all without optimization of course, it can get better, though it is still basically an opening gambit. The other cool thing about Sleep though is that it IS a non-damaging spell that can knock an enemy out of action. There are VERY few such powers in the game. That gives it a rather unique set of RP uses. Want to disable a guard but you really aren't wanting to hurt him? Sleep is a pretty good choice. That may not sway a lot of wizards to put it in their book, but then again those kinds of considerations can make the difference in an adventure. Certainly in the old AD&D days players scratched for that kind of extra flexibility at low levels. Overall it makes a decent level 1 spell. It can go from trivial to very powerful. That is one of the nice things with it, in the hands of a 1st level PC it could be useful, yet it can earn its keep at level 30. [/QUOTE]
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Sleep is the most worthless spell
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