Lonely Tylenol
First Post
Yeah, I had a huge post that dealt with all this, but my new Microsoft webcam froze my system (yay Microsoft!) and I lost it. So here's the short version:InfernalistGamer said:Okay, laying this out in order of your arguments, some solid, some rather thin...
1. Step outside the cone to cast your dispel. Rocket science!
2. Parties carry light sources. Sunrods illuminate to 60 feet, 120 feet if you're an elf. Even past that, your penalties to Spot are fairly minor.
3. The amount of effort required to set up an elaborate falling rock trap on the hopes that a wizard will end his movement directly under it is completely out of proportion to the expected rewards.
4. Due to the mass of stone as compared to an equivalent volume of meat, any Medium petrified character is too heavy to lob with Telekinesis. I did the math. A halfling, sure. But then, if you don't have a halfling? Rogues are notoriously difficult to hit with touch attacks anyway, halfling rogues additionally so.
5. Charm Person and Charm Monster aren't going to turn the party members on each other. They make the target "friendly" toward the beholder, an effect that is completely negated by the first-level spell Protection from Evil.
6. Improved Precise Shot doesn't work against Mirror Image or Greater Invisibility, both of which are likely effects for a 13th level wizard to have.
7. When you're flying next to a beholder and he turns his antimagic cone on you, you fall until you leave the cone, and then start flying again. He can't follow you down with it, because of the way movement works in 3E. If you're close enough to the ground that you hit it anyway, it won't hurt much.
8. A party with any brains whatsoever will make sure that they gird up their weak points before they fight a beholder. This means saving throw buffs and the afore-mentioned Protection From Evil.
9. All this effort spent disabling the wizard just makes it easier for the flying, hasted, buffed meat shields to fly up and butcher the beholder. They only have 93 HP, and 26 AC.
This last point is pretty much the important one. Beholders are designed to show up, mess up the party, and go down. They're glass cannons by design, which is one of the things that was discussed by the developers (Mearls, in particular) as a rationale for their redesign. That design is no good. But that's the intent behind the wizard's design as well. No armour, poor saves vs. damaging effects, and low hit points are supposed to balance the wizard's capacity for arcane doom. But it didn't work out that way because the wizard can improve his defences so profoundly using spells without seriously reducing his offencive abilities, especially once you clear the lower levels.
The 4E redesign of the wizard is quite a bit like the redesign of the beholder. They both have their powers nerfed, in exchange for more HP and better innate defenses. The beholder, being a solo monster, also gets extra actions.
Show me the mage who can cast dispel magic in an anti-magic cone, and I'll concede this one in a heartbeat. Honestly, it's why the cone is -there-, to stop the be-all-end-all mage from being able to ruin the beholder's plans so easily. And if the beholder's aiming the cone at the fighter instead, or some other strangeness, then something's wrong.
Let's look at this one -without- the sarcasm. A simple trap door in a ceiling, even a jarringly obvious wooden one in a stone ceiling, has a pretty high spot DC in a dark-to-pitch-black 30' high room. If you have the dwarven fighter/rogue with the darkvision 60ft. in there doing his job, he points it out, and no big deal. You don't have to make a trap insane, simplicity and realism are good enough. Reflex save versus falling objects damage, equal to the maximum volume of the beholder's telekinesis. After all, if it's his trap, he has to keep reloading it. And if your party whines because the monsters can set traps, they should go back to smiting trolls. To say it in lolcat form: Intelligent monster is intelligent.
Again, anti-magic cone, Mister Wizard's Mirror Image (and mage armor, protection from arrows, shield, you name it) has gone the way of my cable during a hurricane. Lobbed petrified rogue has standard Telekinesis attack roll. May the gods have mercy on your AC.
Most don't have flight that operates in an anti-magic cone...after the mage is toast, those repetitive 30ft drops onto broken masonry(see petrified teammates/previous parties) are going to feel alot like spiked pit traps till they get it through their heads that [5 ft. adjust back from meleer, slow eye/flesh to stone eye/disintegrate eye as free action, then turn anti-magic eye on him] makes for a bad day. And as for the bows, see Flyby Attack and other anti-will tactics, like beating the little elf ranger against the wall with telekinesis till you make the illithid in the next room sad you spilled his lunchtray.
"A beholder can tilt and pan its body each round to change which rays it brings to bear in any given arc." I'll give you that your argument on this one is entirely viable, as we're not clear whether this is the "up" of the battlefield, or the "up" of the rotating beholder. So, I'll leave this one to individual rulings by DMs.
+1 to hit is a big deal at times, but I'm really laying the groundwork for 1 HD of advancement. At 12HD, take Improved Precise Shot, and ignore anything less than full cover. If you're not going to do that, sure, keep the saving throw bonuses instead.
A wizard should not be aimed at with eye rays, as they can't work in the cone either. He should be dealing with incoming halfling-shaped masonry. With all his "reasonably defensive" spells as useful as a paper bag in a blade barrier, he should be summarily executed with the swiftness, while the other eye-rays keep the rest of the party at bay. Then, the cleric, then, keep the fighter and rogue as pets as they should be perma-charmed till they get uppity, then beaten against the walls like ragdolls with the telekinesis ray.