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What is REALLY wrong with the Wizard? (+)
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<blockquote data-quote="jgsugden" data-source="post: 8865790" data-attributes="member: 2629"><p>Again, so? I don't see the relevance of this to the point I was making. It is a nonsequitor to the idea to which you responded. </p><p></p><p>Let's say a necromancer and a chronurgist were engaged in battle. Each has their focus. Let's say that each is also only limited to their focus. Which of the following is more evocative and interesting?</p><p></p><p>Necromancer: I use Vampiric Touch ... 19 to hit ... and ... deal 22 damage. I heal 11.</p><p>Chronurgist: I cast Slow on him. DC 16 Wisdom.</p><p>Necromancer: 18 save. I cast Danse Macabre and have the 5 skeletons attack. 13,16,8,15,18.</p><p>Chronurgist: 2 hit.</p><p>Necromancer: 7 and 6 damage. Total 13.</p><p>Chronurgist: OK. Time Ravage? DC 16 Constitution. 85 necrotic damage if you fail plus a buncg of effects. Half on a successful save. </p><p>Necromancer: I'm resistant . Fail the save, still take 42. </p><p>Chronurgist. But you die in 30 days, have disadvantage on attack rolls, saves and ability checks - and move half speed. You need a 9th level spell to fix it. </p><p></p><p>Or: </p><p></p><p>Necromancer: I use Vampiric Touch ... 19 to hit ... and ... deal 22 damage. I heal 11.</p><p>Chronurgist: Wait a second: I cast slow as a reaction. When cast this way, it gives you disadvantage on the attack. As you rech out to hit me, I use the slow magic to give me a chance to dodge! </p><p>Necromancer: Doh! 12 ... that missed, right?</p><p>Chronurgist: Yup. OK. I'll go for Time Ravage. DC 16 Constitution. 85 necrotic damage if you fail plus a bunch of effects. Half on a successful save. </p><p>Necromancer: I use Tether Essence's reaction - make a Constitution Save yourself. DC 17.</p><p>Chronurgist: As a reaction I use Temporal Leap and jump forward 1d6 rounds in time, avoiding the Tether Essence.</p><p>Necromancer: Nice. I'm resistant. I fail the save, but still take 42.</p><p>Chronurgist. But you die in 30 days, have disadvantage on attack rolls, saves and ability checks - and move half speed. You need a 9th level spell to fix it. </p><p>Necromancer: OK, but I'm casting Danse Macabre to get ready for when you reappear.</p><p></p><p>This is not a new idea, but it is an idea that has never been executed well in D&D. Instead, we drop a few reaction defense spells in the game and call it a day. They get kind of boring. I'd rather they dropped shield, absorb elements, silvery barbs, counterspell, and other reaction defense spells in favor of giving each existing spell a reaction use that was defensive or battlefield control related (grease, web, etc...)</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8865790, member: 2629"] Again, so? I don't see the relevance of this to the point I was making. It is a nonsequitor to the idea to which you responded. Let's say a necromancer and a chronurgist were engaged in battle. Each has their focus. Let's say that each is also only limited to their focus. Which of the following is more evocative and interesting? Necromancer: I use Vampiric Touch ... 19 to hit ... and ... deal 22 damage. I heal 11. Chronurgist: I cast Slow on him. DC 16 Wisdom. Necromancer: 18 save. I cast Danse Macabre and have the 5 skeletons attack. 13,16,8,15,18. Chronurgist: 2 hit. Necromancer: 7 and 6 damage. Total 13. Chronurgist: OK. Time Ravage? DC 16 Constitution. 85 necrotic damage if you fail plus a buncg of effects. Half on a successful save. Necromancer: I'm resistant . Fail the save, still take 42. Chronurgist. But you die in 30 days, have disadvantage on attack rolls, saves and ability checks - and move half speed. You need a 9th level spell to fix it. Or: Necromancer: I use Vampiric Touch ... 19 to hit ... and ... deal 22 damage. I heal 11. Chronurgist: Wait a second: I cast slow as a reaction. When cast this way, it gives you disadvantage on the attack. As you rech out to hit me, I use the slow magic to give me a chance to dodge! Necromancer: Doh! 12 ... that missed, right? Chronurgist: Yup. OK. I'll go for Time Ravage. DC 16 Constitution. 85 necrotic damage if you fail plus a bunch of effects. Half on a successful save. Necromancer: I use Tether Essence's reaction - make a Constitution Save yourself. DC 17. Chronurgist: As a reaction I use Temporal Leap and jump forward 1d6 rounds in time, avoiding the Tether Essence. Necromancer: Nice. I'm resistant. I fail the save, but still take 42. Chronurgist. But you die in 30 days, have disadvantage on attack rolls, saves and ability checks - and move half speed. You need a 9th level spell to fix it. Necromancer: OK, but I'm casting Danse Macabre to get ready for when you reappear. This is not a new idea, but it is an idea that has never been executed well in D&D. Instead, we drop a few reaction defense spells in the game and call it a day. They get kind of boring. I'd rather they dropped shield, absorb elements, silvery barbs, counterspell, and other reaction defense spells in favor of giving each existing spell a reaction use that was defensive or battlefield control related (grease, web, etc...) [/QUOTE]
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