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*Pathfinder & Starfinder
Visions of Avarice trivializes melee encounters?
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<blockquote data-quote="KarinsDad" data-source="post: 4813874" data-attributes="member: 2011"><p>I have not seen it in actual play, but I do suspect that if any of my more tactically capable players was running a Wizard, he would most likely take it.</p><p></p><p>It will often successfully hit slightly more than half of the foes per round (due to the defense being Will) and I do think foes will try to get away fairly quickly once they find out what it does, but it is real sticky. Saves are made at the end of the turn, so anyone caught will tend to stay caught. For example, if one has 10 foes in the area (25 squares), one will typically hit 6 of them. Of these 6, 3 will make the save, 3 will fail. Of the 3 that make the save, there is a good chance that 2 will be caught again before they can act. Plus, any of the original 4 that were missed have a chance of getting caught if they did not leave the area. So after 2 rounds there is a good chance that half (or more if the 4 did not leave) of the foes will still be immobilized. In this example (which I purposely made a bit larger to make the math obvious), unless the foes have ranged attacks, 6 foes lost their actions in round 1, 5 foes lost their actions in round 2, and more actions are lost in latter rounds. Action economy-wise, this is huge.</p><p></p><p>Throw some Slow or Knock down effects in there and most of these guys could be toast. And with many of the bad guys clumped together, can anyone say Fireball (or even round after round of Scorching Burst)?</p><p></p><p>One of the issues is that it only affects enemies. Presumably, that is balanced by it not doing any damage, but that's still real useful. I could easily see an n+2 encounter where the Wizard casts this one Daily and everyone else only uses Encounter powers and does focus fire on one mobile foe at a time.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 4813874, member: 2011"] I have not seen it in actual play, but I do suspect that if any of my more tactically capable players was running a Wizard, he would most likely take it. It will often successfully hit slightly more than half of the foes per round (due to the defense being Will) and I do think foes will try to get away fairly quickly once they find out what it does, but it is real sticky. Saves are made at the end of the turn, so anyone caught will tend to stay caught. For example, if one has 10 foes in the area (25 squares), one will typically hit 6 of them. Of these 6, 3 will make the save, 3 will fail. Of the 3 that make the save, there is a good chance that 2 will be caught again before they can act. Plus, any of the original 4 that were missed have a chance of getting caught if they did not leave the area. So after 2 rounds there is a good chance that half (or more if the 4 did not leave) of the foes will still be immobilized. In this example (which I purposely made a bit larger to make the math obvious), unless the foes have ranged attacks, 6 foes lost their actions in round 1, 5 foes lost their actions in round 2, and more actions are lost in latter rounds. Action economy-wise, this is huge. Throw some Slow or Knock down effects in there and most of these guys could be toast. And with many of the bad guys clumped together, can anyone say Fireball (or even round after round of Scorching Burst)? One of the issues is that it only affects enemies. Presumably, that is balanced by it not doing any damage, but that's still real useful. I could easily see an n+2 encounter where the Wizard casts this one Daily and everyone else only uses Encounter powers and does focus fire on one mobile foe at a time. [/QUOTE]
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Visions of Avarice trivializes melee encounters?
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