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What is *worldbuilding* for?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7450283" data-attributes="member: 82106"><p>Well, there are certain 'pathways' in the spell system to getting a good result. Haste for instance is one of the perennially strongest spells because it DOES work as a buff, even if cast after combat starts (because the one lost action is replaced instantly by several other characters getting multiple actions). This is kind of the 'exception which proves the rule' power. </p><p></p><p>The other pathways involve either strong control or 'indirect damage' tricks. Spells like Rock to Mud and Wall of Iron are classic examples which can cause lethal results but avoid both saving throws and magic resistance because TECHNICALLY they aren't attacks. Spells like Web, for a low level example, are milder forms of the same thing. One of the nice things about Lightning Bolt is how it can be used 'dual purpose' to either cause direct damage OR indirect damage (IE by blasting some structure which then collapses on the target). Druids tend to have a bunch of this kind of stuff, although it has built-in limitations that make them a little inferior to a wizard in AD&D. </p><p></p><p>This is also why some of the less exceptional seeming spells are actually VERY useful in some situations. The Monster Summoning series falls into this category. The creatures you summon are quite weak and often barely relevant in combat, BUT they get attacks which aren't subject to saves, and they can keep hacking until someone squishes them (bonus to action economy there). Plus they have open-ended non-combat uses, which is always a big plus.</p><p></p><p>My big nasty wizard's main spell selection strategy was actually NOT to use spell slots for direct attack spells (I did carry one or two of them for backup purposes). Instead I had items for doing the blasty stuff (Staff of Power, I love you). Slots were for all this kind of indirect/dual use/marginal utility stuff. The really oddball stuff you might use once in your career I copied onto scrolls. </p><p></p><p>Anyway, the definite rule was to act on round 1 to cast the 'finisher' for that battle and not to wait! Some tactics depend on the DM and how he interpreted certain rules though.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7450283, member: 82106"] Well, there are certain 'pathways' in the spell system to getting a good result. Haste for instance is one of the perennially strongest spells because it DOES work as a buff, even if cast after combat starts (because the one lost action is replaced instantly by several other characters getting multiple actions). This is kind of the 'exception which proves the rule' power. The other pathways involve either strong control or 'indirect damage' tricks. Spells like Rock to Mud and Wall of Iron are classic examples which can cause lethal results but avoid both saving throws and magic resistance because TECHNICALLY they aren't attacks. Spells like Web, for a low level example, are milder forms of the same thing. One of the nice things about Lightning Bolt is how it can be used 'dual purpose' to either cause direct damage OR indirect damage (IE by blasting some structure which then collapses on the target). Druids tend to have a bunch of this kind of stuff, although it has built-in limitations that make them a little inferior to a wizard in AD&D. This is also why some of the less exceptional seeming spells are actually VERY useful in some situations. The Monster Summoning series falls into this category. The creatures you summon are quite weak and often barely relevant in combat, BUT they get attacks which aren't subject to saves, and they can keep hacking until someone squishes them (bonus to action economy there). Plus they have open-ended non-combat uses, which is always a big plus. My big nasty wizard's main spell selection strategy was actually NOT to use spell slots for direct attack spells (I did carry one or two of them for backup purposes). Instead I had items for doing the blasty stuff (Staff of Power, I love you). Slots were for all this kind of indirect/dual use/marginal utility stuff. The really oddball stuff you might use once in your career I copied onto scrolls. Anyway, the definite rule was to act on round 1 to cast the 'finisher' for that battle and not to wait! Some tactics depend on the DM and how he interpreted certain rules though. [/QUOTE]
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