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Tempo from the point of view of GMs and Players
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<blockquote data-quote="Victim" data-source="post: 1449974" data-attributes="member: 78"><p>It pays to actually be immune to stuff, instead of having good saves. Not that good saves aren't good, but they're often insufficient. Mind Blank is your friend. While only failing on a 1 seems really great, 4 such spells hitting in round has like a 19% chance of success. And since even low characters can have save or get screwed spells, you might have to face more than 4. Our whole party almost lost to this crap (but we needed more 1s).</p><p></p><p>As a player, whether or not I go all out depends on the situation. Against foes that I think wouldn't provide much of a threat, I often hold back. No sense wasting big spells if you don't have to. When playing a high level evoker, I liked using Gedlee's Electric Loop and Fire Orb in these situations. While the damage is rather unimpressive (5d6 for loop, usually Fire Orb was spread to many targets so 5 to 3d6 for it), it helps. More importantly, these spells have a stunning or dazing effect so the rest of the group can mop up faster. And if what looks to be an easy fight suddenly seems different, your spells that have been denying enemy actions should be you from being too far behind. Also, one high end monster summoning is usually sufficient for a whole fight against moderate power baddies, and can serve as an early warning if they take it out easily. </p><p></p><p>On the other hand, if the enemy is really tough, or I feel like showing off because there's likely to be little further need for artillery, then the big guns come out. When fighting the big bad, the safeties come off on the highest spell levels. Or if the big bad is already dead and then you need to mop up his important minions and horde of lackeys, then dispatching the inferiors with contemptuous ease seems appropriate.</p><p></p><p>In short: Tough fight, no reason to save spells -> all out. Easy fight, spells needed later -> hold back. </p><p></p><p>But a character down or about to fall seems like a good reason to escalate the violence.</p></blockquote><p></p>
[QUOTE="Victim, post: 1449974, member: 78"] It pays to actually be immune to stuff, instead of having good saves. Not that good saves aren't good, but they're often insufficient. Mind Blank is your friend. While only failing on a 1 seems really great, 4 such spells hitting in round has like a 19% chance of success. And since even low characters can have save or get screwed spells, you might have to face more than 4. Our whole party almost lost to this crap (but we needed more 1s). As a player, whether or not I go all out depends on the situation. Against foes that I think wouldn't provide much of a threat, I often hold back. No sense wasting big spells if you don't have to. When playing a high level evoker, I liked using Gedlee's Electric Loop and Fire Orb in these situations. While the damage is rather unimpressive (5d6 for loop, usually Fire Orb was spread to many targets so 5 to 3d6 for it), it helps. More importantly, these spells have a stunning or dazing effect so the rest of the group can mop up faster. And if what looks to be an easy fight suddenly seems different, your spells that have been denying enemy actions should be you from being too far behind. Also, one high end monster summoning is usually sufficient for a whole fight against moderate power baddies, and can serve as an early warning if they take it out easily. On the other hand, if the enemy is really tough, or I feel like showing off because there's likely to be little further need for artillery, then the big guns come out. When fighting the big bad, the safeties come off on the highest spell levels. Or if the big bad is already dead and then you need to mop up his important minions and horde of lackeys, then dispatching the inferiors with contemptuous ease seems appropriate. In short: Tough fight, no reason to save spells -> all out. Easy fight, spells needed later -> hold back. But a character down or about to fall seems like a good reason to escalate the violence. [/QUOTE]
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