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You nerf Haste... what now?
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<blockquote data-quote="LokiDR" data-source="post: 646888" data-attributes="member: 6239"><p>First, Hyp, I wasn't really trying to make a case for enervate being an evil act. I was more trying to note that how you use spells can have an alignment impact. I generally agree that enervate, used within reason as a combat spell, is not evil. I do think forcecage is evil.</p><p></p><p>Swack-Iron: first the name is Loki <strong>DR</strong> not DM <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> As far as your massive damage friend, two handed fighters aren't common among those I play with. I am not sure for this, but it may be that the powergamers, like me, prefer casters or rogues.</p><p></p><p>In the CotSQ, I play in, there is an evoker, the staple gun cleric, the shadowdancer trapfinder, the dragon-kin fighter, the tempest, the undead slayer dual wielder, and me as the buff mage. You can see the problem already.</p><p></p><p>We average 15th level. The dragon-kin has 4 ECL and is 2 or 3 levels below the rest of us. The undead slayer took some PrC from Kingdoms of Kalamar that excludes owning much equipment, and the shadow dancer only has 7d6 sneak attack. None have forced DMD check ever. Even if they did, the DC is only 15.</p><p></p><p>I see more sub-optimal fighters than clerics or arcane casters. The powergamers I know find melee types too boring to play. Why bother with damage when the wizard can control it's mind or change it into a goldfish.</p><p></p><p>(edit) The key to your friend's massive damage is x3 multiplier weapon, improve crit feat, and a keen weapon. Our group doesn't want to chance the crit when it counts. I know you can powergame fighters up to that level, but I get board only being able to do that. (/edit)</p></blockquote><p></p>
[QUOTE="LokiDR, post: 646888, member: 6239"] First, Hyp, I wasn't really trying to make a case for enervate being an evil act. I was more trying to note that how you use spells can have an alignment impact. I generally agree that enervate, used within reason as a combat spell, is not evil. I do think forcecage is evil. Swack-Iron: first the name is Loki [b]DR[/b] not DM :) As far as your massive damage friend, two handed fighters aren't common among those I play with. I am not sure for this, but it may be that the powergamers, like me, prefer casters or rogues. In the CotSQ, I play in, there is an evoker, the staple gun cleric, the shadowdancer trapfinder, the dragon-kin fighter, the tempest, the undead slayer dual wielder, and me as the buff mage. You can see the problem already. We average 15th level. The dragon-kin has 4 ECL and is 2 or 3 levels below the rest of us. The undead slayer took some PrC from Kingdoms of Kalamar that excludes owning much equipment, and the shadow dancer only has 7d6 sneak attack. None have forced DMD check ever. Even if they did, the DC is only 15. I see more sub-optimal fighters than clerics or arcane casters. The powergamers I know find melee types too boring to play. Why bother with damage when the wizard can control it's mind or change it into a goldfish. (edit) The key to your friend's massive damage is x3 multiplier weapon, improve crit feat, and a keen weapon. Our group doesn't want to chance the crit when it counts. I know you can powergame fighters up to that level, but I get board only being able to do that. (/edit) [/QUOTE]
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