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Spells I Never Use
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<blockquote data-quote="Lord Zardoz" data-source="post: 4167830" data-attributes="member: 704"><p>Your list of banned spells shows a few common themes:</p><p></p><p>1) Save or Screwed</p><p>2) Heavy Recalculation</p><p>3) Complicated ongoing effect</p><p></p><p>I will just cherry pick a few from your list to comment on:</p><p></p><p></p><p></p><p>Entangle, Web: The Str check to break free was set way too damn high for a first level spell. The one time I used entangle, the players were all stuck and then vulnerable to archers. Web also has a break through DC that is set too high. Web in particular presents a problem, since the webs provide cover against ranged attacks. This leaves you in an awkward situation where you have not won the fight, since you cannot easily coup-de-grace or kill your opponents, but those trapped are also unable to fight back.</p><p></p><p>Confusion: I have never heard complaints about this spell before. What in particular is it that bugs you about the confusion effect? Too much book keeping, or the annoyance of randomly lost actions?</p><p></p><p></p><p>Evard’s Black Tentacles: No one likes grapple.</p><p></p><p>Scare, Fear: Using the Panicked condition as written just screws things up in play. It takes the victim out of combat for duration x2 (X rounds running away, X rounds returning).</p><p></p><p></p><p>Dispel Magic / Greater Dispel Magic: Combat in my game has not gotten to the point where there are many ongoing effects being tracked. If your players tend to prebuff often, I can see where your coming from.</p><p></p><p>Antimagic Shell: The only problem here is pure recalculation, and in most cases, I think this one is easy to resolve. No opposed rolls, and you only need to remember a handfull of modifiers. This is perhaps more troublesome if you have a bunch of +X magic items that players have precalculated.</p><p></p><p>Mordenkainen’s Disjunction: Players are over protective of their gear. But the upshot is that if you use it often enough, it gets pretty easy to resolve.</p><p></p><p>Other than a few of the ones you list, I can think of a few I tend to avoid.</p><p></p><p>1) Touch attack spells: The targets I am likely to use them on do not tend to miss on the AoO.</p><p></p><p>2) Immediate Actions spells: Aside from being potentially infuriating to players who have not used much of the content within PHB 2, it is just too damn easy to forget you have them.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 4167830, member: 704"] Your list of banned spells shows a few common themes: 1) Save or Screwed 2) Heavy Recalculation 3) Complicated ongoing effect I will just cherry pick a few from your list to comment on: Entangle, Web: The Str check to break free was set way too damn high for a first level spell. The one time I used entangle, the players were all stuck and then vulnerable to archers. Web also has a break through DC that is set too high. Web in particular presents a problem, since the webs provide cover against ranged attacks. This leaves you in an awkward situation where you have not won the fight, since you cannot easily coup-de-grace or kill your opponents, but those trapped are also unable to fight back. Confusion: I have never heard complaints about this spell before. What in particular is it that bugs you about the confusion effect? Too much book keeping, or the annoyance of randomly lost actions? Evard’s Black Tentacles: No one likes grapple. Scare, Fear: Using the Panicked condition as written just screws things up in play. It takes the victim out of combat for duration x2 (X rounds running away, X rounds returning). Dispel Magic / Greater Dispel Magic: Combat in my game has not gotten to the point where there are many ongoing effects being tracked. If your players tend to prebuff often, I can see where your coming from. Antimagic Shell: The only problem here is pure recalculation, and in most cases, I think this one is easy to resolve. No opposed rolls, and you only need to remember a handfull of modifiers. This is perhaps more troublesome if you have a bunch of +X magic items that players have precalculated. Mordenkainen’s Disjunction: Players are over protective of their gear. But the upshot is that if you use it often enough, it gets pretty easy to resolve. Other than a few of the ones you list, I can think of a few I tend to avoid. 1) Touch attack spells: The targets I am likely to use them on do not tend to miss on the AoO. 2) Immediate Actions spells: Aside from being potentially infuriating to players who have not used much of the content within PHB 2, it is just too damn easy to forget you have them. END COMMUNICATION [/QUOTE]
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