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General Tabletop Discussion
*Pathfinder & Starfinder
Spell Compendium: What are the "broken" spells?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4817524" data-attributes="member: 35909"><p>In which case, you curse the fact that it has a rider as the Hexblade or whatever completely ignores the entire spell effect. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I've seen that happen on several occasions, too.</p><p></p><p>As for Celerity...I was considering banning them, but for now they remain in my games. Ultimately, those line of spells are gambles. Gambles that combat WILL end this round. I personally don't like to take chances like that, but I'm sure others do. As for when I DM, I very much enjoy throwing NPCs at the party in waves, or linking together two separate combats that spills into one big brawl due to how the first fight goes down, drawing in the intended fight #2's combatants. It does many good things for the game, IMO. For one, it's dynamic and "different." It also makes it easier to find that thin little line between a barely alive party and a TPK. If the NPCs don't all attack at once, I can somewhat control the lethality while having the second, third, etc... wave come in quickly enough to stop them from just healing back to full with wands. Granted, involved combats like that can't happen all the time, but I try to have them as much as possible.</p><p></p><p>I bring that up because I think a happy little side consequence of that is the mind-set it puts the players in, greatly curbing their willingness to use spells like Celerity. My players know by now that I like to do that sort of thing. They know they can't always be sure that a combat is actually going to end. So to try and use Celerity truly is a gamble in any game I run, since anything short of a gained full round action ends up being a net loss for actions if combat continues on the next round.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4817524, member: 35909"] In which case, you curse the fact that it has a rider as the Hexblade or whatever completely ignores the entire spell effect. :D I've seen that happen on several occasions, too. As for Celerity...I was considering banning them, but for now they remain in my games. Ultimately, those line of spells are gambles. Gambles that combat WILL end this round. I personally don't like to take chances like that, but I'm sure others do. As for when I DM, I very much enjoy throwing NPCs at the party in waves, or linking together two separate combats that spills into one big brawl due to how the first fight goes down, drawing in the intended fight #2's combatants. It does many good things for the game, IMO. For one, it's dynamic and "different." It also makes it easier to find that thin little line between a barely alive party and a TPK. If the NPCs don't all attack at once, I can somewhat control the lethality while having the second, third, etc... wave come in quickly enough to stop them from just healing back to full with wands. Granted, involved combats like that can't happen all the time, but I try to have them as much as possible. I bring that up because I think a happy little side consequence of that is the mind-set it puts the players in, greatly curbing their willingness to use spells like Celerity. My players know by now that I like to do that sort of thing. They know they can't always be sure that a combat is actually going to end. So to try and use Celerity truly is a gamble in any game I run, since anything short of a gained full round action ends up being a net loss for actions if combat continues on the next round. [/QUOTE]
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Spell Compendium: What are the "broken" spells?
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