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Speed in combat and magic
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<blockquote data-quote="Fingol" data-source="post: 1710612" data-attributes="member: 22679"><p>Make simpler plans; try being just a firing platform. With a few feats you can cast Magic Missile from a variety of spell slots. </p><p></p><p>Simplify your choices so that all you have to choose between is direct damage on one critter or direct damage on lots. </p><p></p><p>Once you find you are getting bored because it takes you seconds to have your turn while the fighters are having trouble with the math of adding their to hit bonuses among their multiple attacks you can try making it a bit more complex again. </p><p></p><p>Start small; maybe add buff spells: buff myself or buff someone else in the party? </p><p>Maybe from there: add the option of debuffing the critters you are fighting and so on... </p><p></p><p>If you find you are again starting to spend too much time revising decisions and rereading spells; limit the spells you pack to those with only a few lines of text. If you do pack a complex one try to figure out before the session the tactical situations that you might use it for. If that situation is not there on your turn cast MM and roll your d4s.</p><p></p><p>However don't forget to pack those spells that help your group outside of combat, otherwise you might as well play a sorcerer(ess)</p><p></p><p>Ofcourse you could avoid combat all together and use the intelligence and natural wit that all wizards possess and try to talk your way out of more situations.</p></blockquote><p></p>
[QUOTE="Fingol, post: 1710612, member: 22679"] Make simpler plans; try being just a firing platform. With a few feats you can cast Magic Missile from a variety of spell slots. Simplify your choices so that all you have to choose between is direct damage on one critter or direct damage on lots. Once you find you are getting bored because it takes you seconds to have your turn while the fighters are having trouble with the math of adding their to hit bonuses among their multiple attacks you can try making it a bit more complex again. Start small; maybe add buff spells: buff myself or buff someone else in the party? Maybe from there: add the option of debuffing the critters you are fighting and so on... If you find you are again starting to spend too much time revising decisions and rereading spells; limit the spells you pack to those with only a few lines of text. If you do pack a complex one try to figure out before the session the tactical situations that you might use it for. If that situation is not there on your turn cast MM and roll your d4s. However don't forget to pack those spells that help your group outside of combat, otherwise you might as well play a sorcerer(ess) Ofcourse you could avoid combat all together and use the intelligence and natural wit that all wizards possess and try to talk your way out of more situations. [/QUOTE]
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