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To balance high level mages.
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<blockquote data-quote="Hammerhead" data-source="post: 258297" data-attributes="member: 73"><p>How about the fighter wins initiative, activates a quickened haste as a free action, moves up to the wizard, grapples him, and then activates an item that casts Antimagic Field. Perhaps he has Antimagic Field cast into a vibrant purple ioun stone with the aid of the quickening metamagic rod. No Contigency, no chain contingency, no hide life, no ghostform, no chance. If the mage wins initiative, the fighter's contigency (cast from a spell storing item) triggers his antimagic field. Considering that a high level fighter will be one of the toughest dudes around, even without magic, and that many of the enemies he faces will rely on magic, an AMF will be a pretty safe bet, especially if he invests in items like adamantine, so he'll still operate effectively without his magic bonuses.</p><p></p><p></p><p></p><p>The wizard in our group loved to be flying, hasted, shielded, improved invis, and ghostformed. However, he usually had to comprimise since casting his full array of buff spells would take too long. Generally, Fly was already up, Haste would be his first combat action, and then the attacks would begin. If he had extra time, or if he figured that the front line people and his flight were inadequate defense, he complete his defenses. Then the firebrands or magic missiles (lots of magic missiles from Rary's Enhancer). We weren't even that high level.</p><p></p><p>On the other hand, a fighter like the one I mentioned would be much rarer. Most of the time, a fighter can count on the rest of his group to provide the means of dealing with flyers, or invisible guys. However, any solo character has to be a group unto himself. A wizard alone loses endurance. Every point damage will have to come from his finite spells, so he'll have to rest more often and use more charged items like wands. A fighter loses the magical solutions his teammates provide. He can compensate with items, but at the cost of his immediate power - he has to sacrifice topflight weapons to buy his magical solutions. This kind of fighter isn't really a team player, and so probably shouldn't be a typical character.</p><p></p><p>However, I do some elements of the wizard killing guy in more normal fighters. Some characters are going to have extraordinary movement, via feathered or celestial armor, or teleportation effects. If a fighter relies on melee, then he needs to rapidly close so he can make effective attacks. An archer, on the other hand, probably wants to keep his distance so he can deal damage without getting hurt, or without having his bow sundered. Either way, movement effects increase their effectiveness. Also, if a normal battle suddenly changes into an aerial one, being able to adjust without help allows the group to respond more rapidly. If more characters have to stand around waiting for fly spells from the sorcerer, then the group isn't working very efficiently. Similarly, some characters might have a ghost touch weapon to deal with undead that will help against ghost formed wizards. See invisibility is probably one of the rarer tricks, but that have more to do with the fact that many players don't see an improved invisible attack force as a realistic threat. They'd rather whine about the cheesiness and unfairness of Imp Invis enemies than devise good ways of dealing with them.</p></blockquote><p></p>
[QUOTE="Hammerhead, post: 258297, member: 73"] How about the fighter wins initiative, activates a quickened haste as a free action, moves up to the wizard, grapples him, and then activates an item that casts Antimagic Field. Perhaps he has Antimagic Field cast into a vibrant purple ioun stone with the aid of the quickening metamagic rod. No Contigency, no chain contingency, no hide life, no ghostform, no chance. If the mage wins initiative, the fighter's contigency (cast from a spell storing item) triggers his antimagic field. Considering that a high level fighter will be one of the toughest dudes around, even without magic, and that many of the enemies he faces will rely on magic, an AMF will be a pretty safe bet, especially if he invests in items like adamantine, so he'll still operate effectively without his magic bonuses. [b][/b] The wizard in our group loved to be flying, hasted, shielded, improved invis, and ghostformed. However, he usually had to comprimise since casting his full array of buff spells would take too long. Generally, Fly was already up, Haste would be his first combat action, and then the attacks would begin. If he had extra time, or if he figured that the front line people and his flight were inadequate defense, he complete his defenses. Then the firebrands or magic missiles (lots of magic missiles from Rary's Enhancer). We weren't even that high level. On the other hand, a fighter like the one I mentioned would be much rarer. Most of the time, a fighter can count on the rest of his group to provide the means of dealing with flyers, or invisible guys. However, any solo character has to be a group unto himself. A wizard alone loses endurance. Every point damage will have to come from his finite spells, so he'll have to rest more often and use more charged items like wands. A fighter loses the magical solutions his teammates provide. He can compensate with items, but at the cost of his immediate power - he has to sacrifice topflight weapons to buy his magical solutions. This kind of fighter isn't really a team player, and so probably shouldn't be a typical character. However, I do some elements of the wizard killing guy in more normal fighters. Some characters are going to have extraordinary movement, via feathered or celestial armor, or teleportation effects. If a fighter relies on melee, then he needs to rapidly close so he can make effective attacks. An archer, on the other hand, probably wants to keep his distance so he can deal damage without getting hurt, or without having his bow sundered. Either way, movement effects increase their effectiveness. Also, if a normal battle suddenly changes into an aerial one, being able to adjust without help allows the group to respond more rapidly. If more characters have to stand around waiting for fly spells from the sorcerer, then the group isn't working very efficiently. Similarly, some characters might have a ghost touch weapon to deal with undead that will help against ghost formed wizards. See invisibility is probably one of the rarer tricks, but that have more to do with the fact that many players don't see an improved invisible attack force as a realistic threat. They'd rather whine about the cheesiness and unfairness of Imp Invis enemies than devise good ways of dealing with them. [/QUOTE]
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