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You nerf Haste... what now?
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<blockquote data-quote="Seule" data-source="post: 636556" data-attributes="member: 407"><p>I play a 20th level Evoker. Our Paladin routinely deals out over 100 points of damage a round, and has in the past broken 200. We all agree that in a fight, I'd win. I can deal out way more damage (two Sonic Meteor Swarms will do bad things to most characters, that's 48d6 damage, no save), and I don't have to run up to the opponents to do it. The Paladin's player has threatened me with bodily harm if I kill everything before she can make it into combat again, it's happened so often. Next level I'll be tossing out Maximized Delayed Blast Lightningballs, 160 damage, save DC 35 for half. Twice a round.</p><p>Haste adds an extra attack to the fighter types, while it doubles my output. I haven't run out of spells in about 6 levels so that's no longer a balancing factor. I've taken to using more of my spells as buffs for my companions just so that they can contribute to combat. I start every combat with a Mass Haste, so I know how Haste impacts all character types. Spellcasters get a far bigger boost.</p><p></p><p>In my personal game, I've outlawed anything that gives extra actions. It speeds up combat a whole lot, and since nobody has them, nobody misses them.</p><p></p><p>I have Persistent Spell, and the only spell I use it on is Shield. Any spell that has any range other than Personal or fixed can't be persisted. Improved Invisibility has a range of Personal or Touch, thus making it not available (to say nothing of the fact that I have Illusion banned).</p><p>Where Persistant Spell breaks down is for Clerics. There are some huge Clerical buffing spells that have a Personal range, letting a high-level Cleric outperform the fighters in many situations.</p><p></p><p> --Seule</p></blockquote><p></p>
[QUOTE="Seule, post: 636556, member: 407"] I play a 20th level Evoker. Our Paladin routinely deals out over 100 points of damage a round, and has in the past broken 200. We all agree that in a fight, I'd win. I can deal out way more damage (two Sonic Meteor Swarms will do bad things to most characters, that's 48d6 damage, no save), and I don't have to run up to the opponents to do it. The Paladin's player has threatened me with bodily harm if I kill everything before she can make it into combat again, it's happened so often. Next level I'll be tossing out Maximized Delayed Blast Lightningballs, 160 damage, save DC 35 for half. Twice a round. Haste adds an extra attack to the fighter types, while it doubles my output. I haven't run out of spells in about 6 levels so that's no longer a balancing factor. I've taken to using more of my spells as buffs for my companions just so that they can contribute to combat. I start every combat with a Mass Haste, so I know how Haste impacts all character types. Spellcasters get a far bigger boost. In my personal game, I've outlawed anything that gives extra actions. It speeds up combat a whole lot, and since nobody has them, nobody misses them. I have Persistent Spell, and the only spell I use it on is Shield. Any spell that has any range other than Personal or fixed can't be persisted. Improved Invisibility has a range of Personal or Touch, thus making it not available (to say nothing of the fact that I have Illusion banned). Where Persistant Spell breaks down is for Clerics. There are some huge Clerical buffing spells that have a Personal range, letting a high-level Cleric outperform the fighters in many situations. --Seule [/QUOTE]
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