Author Topic: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well  (Read 63329 times)

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Waazraath

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #40 on: December 17, 2010, 02:55:54 PM »
Quote
As for the *stuf* you do to the small buggers, all very nice, but half of it is countered by having all the little buggers have javelins, and all of it assumes you go first.
Try 'small buggers' Kobold Sorc 1 x20, Magic Missile. They might actually land more than 3 in 20 hits.

Tempting, but 50 damage would one-shot a level 7 wizard, even with greater mage armor, mirror image and displacement, so that would be a bit harsh for a quick in between encounter only desinged to slow things down a bit and force the casters to think about rescourse management.

archangel.arcanis

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #41 on: December 17, 2010, 03:02:32 PM »
Quote
As for the *stuf* you do to the small buggers, all very nice, but half of it is countered by having all the little buggers have javelins, and all of it assumes you go first.
Try 'small buggers' Kobold Sorc 1 x20, Magic Missile. They might actually land more than 3 in 20 hits.

Tempting, but 50 damage would one-shot a level 7 wizard, even with greater mage armor, mirror image and displacement, so that would be a bit harsh for a quick in between encounter only desinged to slow things down a bit and force the casters to think about rescourse management.
Or you know the caster casts shield and ignores the magic missiles.
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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #42 on: December 17, 2010, 03:13:51 PM »
Right, in any case, both mook hordes would give the melee guys more trouble by plinking them where they can't spare any, leaving them more vulnerable to being killed in the line of action, whereas the casters are only mildly inconvenienced despite a proportionally larger part of their health coming off, as where they're working, health is a tertiary concern.

Remember, any 'anti-caster' resource depletion mechanism short of a Symbol of Spell Loss is going to hurt the tanks that much worse.
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Rejakor

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #43 on: December 17, 2010, 03:14:30 PM »
Wall of Stone is a wizard spell.

Wizard waves his hands, he creates a wall of stone.

Wizard waves his hands, he creates an illusory wall of stone.

Hell, if he's using illusions, he probably has that skill trick from CScoundrel that lets him make a something check to pretend to cast a different spell than he did!


You have been implying rather strongly that casters are not a win button.  That mixed groups of casters and melee/fighters can work perfectly fine if the DM puts some work into designing encounters specifically to shit all over the casters.

Yeah, they can work perfectly fine, when everyone just blithely ignores that the wizard is vastly more powerful than the fighter, or when the guy playing the fighter is an optimizer and the guy playing the wizard thinks 'fireball' is the most powerful spell in the game.

That doesn't mean that the wizard is in any way balanced against the fighter in terms of what they can deal with and what they can achieve and how many options they have and what can and can't kill them and how successful they are at y'know, succeeding.  And not failing, dying, or being useless by comparison.

1.  Designing encounters specifically to shit on the caster is metagaming.  Yes, intelligent monsters would know to go for the artillery in the back rather than the armoured meatblossom in the front, but the fact of the matter is that it's literally harder to kill a 5th+ wizard than it is to kill a fighter assuming equal levels of competency.  To put this into perspective, my kid brother has never played DnD before.  He sat down with a wizard character sheet.  He looked at the PHB spells.  He had one 5th level spell, he picked teleport.  Black Tentacles, Glitterdust, Alter Self.  He hasn't even played NWN or Baldur's Gate.  He just read the spell list blurbs and picked out the spells that sounded like they did awesome shit as opposed to 'sending' and 'animate rope'.  And you know what, his wizard rocked the house to the point I literally handed the guy playing the fighter a literal dragon because it was the only way for him to keep up.

Furthermore, that you have to design encounters specifically to shit on the casters?  That right there tells me we have what we in the business refer to as a balance problem.  If we didn't you wouldn't be metagaming the world so it's harder for casters and easier for Fighting Men.

2.  Having an unspoken gentleman's agreement between your players that they aren't going to play optimized casters so that everyone has fun is fine and dandy.  But again, it's a fix.  And it's a fix because it's fixing something, to wit, that casters are infinitely more powerful than Fighters and Paladumbs and whatnot.



Yeah, you can totally play games without houserules where fighters and wizards amiably rub shoulders.  But inevitably that is because the GM has skewed the world and fights to favour the fighters, or a gentleman's agreement has been (spokenly or unspokenly) made between the players.

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #44 on: December 17, 2010, 03:19:46 PM »
and all of it assumes you go first.
It also assumes that your scout failed to notice 50 mooks before they were in range to attack you. If he did, he deserves to be fired (or Fireballed, however you want to handle it).

And WTF... do you roll one initiative roll for 50 NPCs, and if it happens to beat the PCs roll(s), then all 50 NPCs go first? How's that for being shafted by the DM? If you don't, how likely is it for all 50 mooks to beat the wizard on initiative? If he's optimized at all, he should beat more than half of them. Which means he might survive the first volley, and be able to defend himself against the rest, even if he didn't have a defensive measure in place before the fight started.

Standard D&D just doesn't do well with mobs of enemies and mass combat. They're either no challenge at all, or they'll take down much higher level PCs (depending on PC preparedness and mook tactics). Either way, they offer no XP at all, because you're not supposed to be fighting enemies that much lower level than you are. (And if they're not that much lower level than you, then you also shouldn't be fighting that many, because the EL would be off the charts.)

So it's not a very "by the books" scenario.

Neither are many of your other ways of dealing with this stuff. You mentioned that your group bans troublesome spells like the Polymorph line, and that they aren't really optimizers at all. So in your group, with your house rules and lack of optimization, what you're saying is no doubt true. In a group where the spellcasters are ran by capable optimizers without a bunch of houserules sandbagging them, it isn't. Isn't that pretty obvious? Why is this argument still going on? If it weren't true, you guys wouldn't be houseruling those "troublesome" spells. So you've basically already conceded.
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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #45 on: December 17, 2010, 03:25:55 PM »
Wall of Stone is a wizard spell.

Wizard waves his hands, he creates a wall of stone.

Wizard waves his hands, he creates an illusory wall of stone.

Hell, if he's using illusions, he probably has that skill trick from CScoundrel that lets him make a something check to pretend to cast a different spell than he did!


You have been implying rather strongly that casters are not a win button.  That mixed groups of casters and melee/fighters can work perfectly fine if the DM puts some work into designing encounters specifically to shit all over the casters.

Yeah, they can work perfectly fine, when everyone just blithely ignores that the wizard is vastly more powerful than the fighter, or when the guy playing the fighter is an optimizer and the guy playing the wizard thinks 'fireball' is the most powerful spell in the game.

That doesn't mean that the wizard is in any way balanced against the fighter in terms of what they can deal with and what they can achieve and how many options they have and what can and can't kill them and how successful they are at y'know, succeeding.  And not failing, dying, or being useless by comparison.

1.  Designing encounters specifically to shit on the caster is metagaming.  Yes, intelligent monsters would know to go for the artillery in the back rather than the armoured meatblossom in the front, but the fact of the matter is that it's literally harder to kill a 5th+ wizard than it is to kill a fighter assuming equal levels of competency.  To put this into perspective, my kid brother has never played DnD before.  He sat down with a wizard character sheet.  He looked at the PHB spells.  He had one 5th level spell, he picked teleport.  Black Tentacles, Glitterdust, Alter Self.  He hasn't even played NWN or Baldur's Gate.  He just read the spell list blurbs and picked out the spells that sounded like they did awesome shit as opposed to 'sending' and 'animate rope'.  And you know what, his wizard rocked the house to the point I literally handed the guy playing the fighter a literal dragon because it was the only way for him to keep up.

Furthermore, that you have to design encounters specifically to shit on the casters?  That right there tells me we have what we in the business refer to as a balance problem.  If we didn't you wouldn't be metagaming the world so it's harder for casters and easier for Fighting Men.

2.  Having an unspoken gentleman's agreement between your players that they aren't going to play optimized casters so that everyone has fun is fine and dandy.  But again, it's a fix.  And it's a fix because it's fixing something, to wit, that casters are infinitely more powerful than Fighters and Paladumbs and whatnot.



Yeah, you can totally play games without houserules where fighters and wizards amiably rub shoulders.  But inevitably that is because the GM has skewed the world and fights to favour the fighters, or a gentleman's agreement has been (spokenly or unspokenly) made between the players.

Or you can acknowledge magic is generally more powerful than a lack of magic and run with it.

Waazraath

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #46 on: December 17, 2010, 04:50:24 PM »
Quote
As for the *stuf* you do to the small buggers, all very nice, but half of it is countered by having all the little buggers have javelins, and all of it assumes you go first.
Try 'small buggers' Kobold Sorc 1 x20, Magic Missile. They might actually land more than 3 in 20 hits.

Tempting, but 50 damage would one-shot a level 7 wizard, even with greater mage armor, mirror image and displacement, so that would be a bit harsh for a quick in between encounter only desinged to slow things down a bit and force the casters to think about rescourse management.
Or you know the caster casts shield and ignores the magic missiles.
Yes, of course, if available. Then again, the level 7 wizard we're talking about here did got his spell slots filled up rather tightly, the last few pages. Of course every attack I can image can get countered by A spell, there are bloody thounsands. But no level 7 wizard has them ALL prepared. A level 7 wizard that has shield, greater mage armor, mirror image and displacement memorized, can't end that much encounters a day. Watch out, general statement: as far as I'm concerned, people on this board are a bit too quick to uncritical accept any statement on uberwizardness. Discussions often go - situation A "but wizard can do B to counter that" , situation C - "but wizard can do D to counter that", et cetera. While in the end, no wizard can have all those options available at the same time.

Or you can acknowledge magic is generally more powerful than a lack of magic and run with it.
Eh.... that's what this threat was started with, wasn't it? And which something I already said several times in this discussion. It amazes me slightly that any comment that suggest that (in this case: with some good DM'ing) the gap between casters and non-casters can be made smaller, people immediately jump up in a fighting mode to ask "SO YOU'RE ONE OF THOSE GUYS THAT THINK NON-CASTERS ARE BETTER THEN CASTERS, HUH?!!?" Really remarkable.

Wall of Stone is a wizard spell.

Wizard waves his hands, he creates a wall of stone.

Wizard waves his hands, he creates an illusory wall of stone.

Hell, if he's using illusions, he probably has that skill trick from CScoundrel that lets him make a something check to pretend to cast a different spell than he did!


You have been implying rather strongly that casters are not a win button.  That mixed groups of casters and melee/fighters can work perfectly fine if the DM puts some work into designing encounters specifically to shit all over the casters.

Yeah, they can work perfectly fine, when everyone just blithely ignores that the wizard is vastly more powerful than the fighter, or when the guy playing the fighter is an optimizer and the guy playing the wizard thinks 'fireball' is the most powerful spell in the game.

That doesn't mean that the wizard is in any way balanced against the fighter in terms of what they can deal with and what they can achieve and how many options they have and what can and can't kill them and how successful they are at y'know, succeeding.  And not failing, dying, or being useless by comparison.

1.  Designing encounters specifically to shit on the caster is metagaming.  Yes, intelligent monsters would know to go for the artillery in the back rather than the armoured meatblossom in the front, but the fact of the matter is that it's literally harder to kill a 5th+ wizard than it is to kill a fighter assuming equal levels of competency.  To put this into perspective, my kid brother has never played DnD before.  He sat down with a wizard character sheet.  He looked at the PHB spells.  He had one 5th level spell, he picked teleport.  Black Tentacles, Glitterdust, Alter Self.  He hasn't even played NWN or Baldur's Gate.  He just read the spell list blurbs and picked out the spells that sounded like they did awesome shit as opposed to 'sending' and 'animate rope'.  And you know what, his wizard rocked the house to the point I literally handed the guy playing the fighter a literal dragon because it was the only way for him to keep up.

Furthermore, that you have to design encounters specifically to shit on the casters?  That right there tells me we have what we in the business refer to as a balance problem.  If we didn't you wouldn't be metagaming the world so it's harder for casters and easier for Fighting Men.

2.  Having an unspoken gentleman's agreement between your players that they aren't going to play optimized casters so that everyone has fun is fine and dandy.  But again, it's a fix.  And it's a fix because it's fixing something, to wit, that casters are infinitely more powerful than Fighters and Paladumbs and whatnot.



Yeah, you can totally play games without houserules where fighters and wizards amiably rub shoulders.  But inevitably that is because the GM has skewed the world and fights to favour the fighters, or a gentleman's agreement has been (spokenly or unspokenly) made between the players.

- wall of stone: fair enough, I'm convinced.
- implying casters not an 'I win button': yes, I think I do imply that. For all their power, they might easily take out some encounters, but there's nothing stopping a DM from throwing in a few more encounters then. Plenty of times, the "I win" button is a "I win 70% of the time" cause it's still a SAVE or die.
- 'designing encounters to shit on casters' is your interpretation. Which is again remarkable, since what I advocate is smart DM'ing, complex situations, multiple opponents, smart opponents that care to take out the big threat first. As for that level 5 wizard that's harder to kill then a level 5 fighter, that's exactly what I mean by looking uncritical at casters; yeah, with displacement, shield, mirror image and mage armor on, the wizard is much harder to kill then the whatever, great, congratz. How many of those do you have on when you aren't expecting an encounter? How many will you cast if you are surprised? How many rounds will that take you? What happens in the time between? If you do have all those spells on before every encounter you expect, how many can you take on 1 day? Those questions are rarely asked, unfortunately.
- that there is a balance problem is clear. Else I wouldn't say it can be made smaller with good dm'ing.
- you misinterpret my 'gentlemens agreement'. The people I play with do optimze up to a reasonable degree, the example I mentioned with the barbarian and the god-style wizard: the wizard does play with abrupt jaunt, EBT, glitterdust, sod's, etc. The barbarion was aiming for champion of ghwynwhatever, so had to take some sucky feats. Even then, getting to a sort of balance was possible.
- and yes, I do use fixes, also. That doesn't mean that my need to fix isn't smaller because I take into acount strong and weak poins of all my players when I design my encounters.
and all of it assumes you go first.
It also assumes that your scout failed to notice 50 mooks before they were in range to attack you. If he did, he deserves to be fired (or Fireballed, however you want to handle it).

And WTF... do you roll one initiative roll for 50 NPCs, and if it happens to beat the PCs roll(s), then all 50 NPCs go first? How's that for being shafted by the DM? If you don't, how likely is it for all 50 mooks to beat the wizard on initiative? If he's optimized at all, he should beat more than half of them. Which means he might survive the first volley, and be able to defend himself against the rest, even if he didn't have a defensive measure in place before the fight started.

Standard D&D just doesn't do well with mobs of enemies and mass combat. They're either no challenge at all, or they'll take down much higher level PCs (depending on PC preparedness and mook tactics). Either way, they offer no XP at all, because you're not supposed to be fighting enemies that much lower level than you are. (And if they're not that much lower level than you, then you also shouldn't be fighting that many, because the EL would be off the charts.)

So it's not a very "by the books" scenario.


As for the example, when did it became 50 mooks? I didn't make 'em that... I made 'em an undefined bunch of small creatures that were quickly made up for this discussion as an illustration, then somebody made them 20 kobold sorcerers casting 1 magic missle for 50 damage... and then it were suddenly 50 mooks. I especially didn't work out the example too much to avoid it starting to lead it's own life.... epic succes *sigh*

As for mobs: dunno if they're not 'by the books', there are plenty of rules for those combats, plenty of those situations in premade adventures and DMG has rules on how to deal with XP in weird cases...

Quote
Neither are many of your other ways of dealing with this stuff. You mentioned that your group bans troublesome spells like the Polymorph line, and that they aren't really optimizers at all. So in your group, with your house rules and lack of optimization, what you're saying is no doubt true. In a group where the spellcasters are ran by capable optimizers without a bunch of houserules sandbagging them, it isn't. Isn't that pretty obvious? Why is this argument still going on? If it weren't true, you guys wouldn't be houseruling those "troublesome" spells. So you've basically already conceded.

See lines above about party with barbarian and conjurer about the level of optimzation we play; we do houserule very little and spellcasters are ran by capable optimzers. Up to quite a high level of optimzation my 'fix' works, that's all I'm saying. I wouldn't know if it still works up to the point where the wizard because a pyro-hydra, cause I never tried.

But I wouldn't know what I 'conceded'? That non-casters are as strong as casters? That wasn't my point to begin with. Of course they aren't, and our group (sometimes) uses other fixes, just as other groups I play in usually do. I responed to
 
Quote
Logically, when the casters are low on spells, and especially if the group expects random encounters, the group will stop so casters can recover spells.  At higher levels, parties are expected to rest before casters are out of spells just so the group can recover HP and undo status ailments.
in the OP, and the later statement that only peak power counts. And that if that's the case, the DM is doing a sloppy job. And that by doing his job well, a DM can make the caster/non-caster problem a lot less problematic.




« Last Edit: December 17, 2010, 05:14:02 PM by Waazraath »

LordBlades

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #47 on: December 17, 2010, 05:18:17 PM »
IMHO, the real issue here isn't who gets burned faster, beatstick's HP or caster's spell slots, because HP is mainly a non-issue. Between wands of lesser vigor, persistent mass lesser vigor, that vestige that grants infinite healing(can't recall the exact name atm) hp loss is no problem, as it can be fully undone between combats. The real issue here is, just how many encounters a day do you have to face in order for the beatstick to become relevant.

Think most of us agree that a well built caster can handle quite a bit more than 4 encounters a day, but let's just make that 4, for the sake of this argument. In these 4 encounters the casters will probably dominate to such a degree that the beatstick will be almost completely useless, and sometimes even a hindrance, since you need to be careful not to hit him with AOEs.

So, how many more encounters does the party need to have after that in order to make the beatstick feel good? Another 3-4 probably. The thing is that these encounters need to be borderline retarded. Since the casters are mostly spent (in theory) they can't offer much support. So our beatstick can't handle flying foes, invisible ones, most creatures with SLAs or spells eat him for breakfast, in many cases (TOB and high optimization builds excluded) he can't even hold his own vs an appropriate CR melee brute.

archangel.arcanis

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #48 on: December 17, 2010, 05:23:49 PM »
I doubt that a level 7 wizard wouldn't have a level 1 spell slot available for shield. I know my caster's normally have it available all the time because it is a decent AC boost for relatively little cost and doesn't interfere with my bracers of armor.

I do agree people make wizards out to be more uber than they really are in my practical experience. Even if you are playing a GOD wizard it is hard to be effective sometimes when your party is getting in your way rather than letting you help them.
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PhaedrusXY

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #49 on: December 17, 2010, 05:45:32 PM »
I doubt that a level 7 wizard wouldn't have a level 1 spell slot available for shield. I know my caster's normally have it available all the time because it is a decent AC boost for relatively little cost and doesn't interfere with my bracers of armor.
I actually hardly ever prep Shield... but I tend to make non-standard casters who are good at being sneaky, and rely on that as a defense as much as their spells.

Alter Self also lasts a lot longer, and can give you a bigger AC boost even if you stick to core only humanoids... and can also let you fly (if you can access avariels, or are non-humanoid), swim, climb, and burrow... as well as make you sneakier, give you bonus feats, natural attacks, etc. Yes, it is one level higher, but so obviously worth it...

It doesn't boost your Strength, though, as someone implied earlier.
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JaronK

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #50 on: December 17, 2010, 05:45:55 PM »
If you believe casters don't have "I win" buttons because it's SAVE or lose, consider spells like Ghoul Glyph and Force cage.  Then it's just "lose."  There's no save involved.

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Waazraath

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #51 on: December 17, 2010, 06:11:38 PM »
If you believe casters don't have "I win" buttons because it's SAVE or lose, consider spells like Ghoul Glyph and Force cage.  Then it's just "lose."  There's no save involved.

JaronK

But plz also read the context in which I say 'no I win' button... not saying there aren't spells that can shut down an encounter, simply that a DM  knows that a wizard has force cage should take it into acount and have another encounter ready. Also, it's on the upper end of the levels I've been discussing that you have access to it.

@lordofblades: agree with the hp irrelence, often in any case (the vestige is buer, btw). But you seem to presume that all encounters are solved all completely by the caster, with the non-casters standing and watching, while the non caster stands and is useless. After that, the non-casters can try a few encounters: after angel summenor summoned all his angels and his uses are up, the BMX bandit gets a try. In a real game, where a caster knows he has to be a bit careful with resources, it will happen more often that the caster wont start with his most powerful spells, and sees first what is needed for the encounter. Also, considering the more complex encounters, like the example I gave with some archers on higher ground, 2 big fat monsters, and a lot of grunts, the caster needs to choose: where to use bfc, and after that, what? Using this stuff auto-balances it, a bit. Also, I think a DM should design encounters based on the strenghts and weaknesses of all players. If the caster dominiates all 4 of the encounters up to the point that the non-casters feel useless, there already had been a fault in design imho.

Actually, in the whole caster vs non-caster stuff, the other thing I mentioned (ToB class and fighter are more difficult to have in a party then fighter and caster) is being overlooked a bit (and we moved away from the OP), so here another try: how are others experiences with this? Having a fighter and a wizard, at least they have different roles (even if it is "tank" and "everything else")... with a warblade and a fighter, you have a good tank (and a little extra) and a bad tank, which is imex worse.

archangel.arcanis

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #52 on: December 17, 2010, 06:21:08 PM »
I doubt that a level 7 wizard wouldn't have a level 1 spell slot available for shield. I know my caster's normally have it available all the time because it is a decent AC boost for relatively little cost and doesn't interfere with my bracers of armor.
I actually hardly ever prep Shield... but I tend to make non-standard casters who are good at being sneaky, and rely on that as a defense as much as their spells.

Alter Self also lasts a lot longer, and can give you a bigger AC boost even if you stick to core only humanoids... and can also let you fly (if you can access avariels, or are non-humanoid), swim, climb, and burrow... as well as make you sneakier, give you bonus feats, natural attacks, etc. Yes, it is one level higher, but so obviously worth it...

It doesn't boost your Strength, though, as someone implied earlier.
My old DM love Magic Missile so much everyone who could would keep 1 shield ready. Hell when the DM was a player they dropped a 9th level spell slot to get MM as a spell like ability. Also the way they ran BFC was totally useless; no grid and lack of logical consistency in what was going on, every monster within a move at the start of every fight without us rolling spot or listen, etc...
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JaronK

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #53 on: December 17, 2010, 06:21:42 PM »
But plz also read the context in which I say 'no I win' button... not saying there aren't spells that can shut down an encounter, simply that a DM  knows that a wizard has force cage should take it into acount and have another encounter ready. Also, it's on the upper end of the levels I've been discussing that you have access to it.

You missed Ghoul Glyph.  It's a level 2-3 spell, depending on how you get it.  No save, paralysis for 1d6+2 rounds.  Works on any living enemy.  Debuffs people around it on a failed save.  Takes a while to cast, but there are ways around that.  Also, once cast it stays permanently until discharged, as long as it doesn't move.  I like casting a bunch in an enveloping pit or portable hole (since the inside of those things doesn't move) and using it as a ready made instant kill trap.

How will having another encounter ready fix that?  And I assume that's not the upper levels, right?

JaronK

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #54 on: December 17, 2010, 06:29:11 PM »
But plz also read the context in which I say 'no I win' button... not saying there aren't spells that can shut down an encounter, simply that a DM  knows that a wizard has force cage should take it into acount and have another encounter ready. Also, it's on the upper end of the levels I've been discussing that you have access to it.

You missed Ghoul Glyph.  It's a level 2-3 spell, depending on how you get it.  No save, paralysis for 1d6+2 rounds.  Works on any living enemy.  Debuffs people around it on a failed save.  Takes a while to cast, but there are ways around that.  Also, once cast it stays permanently until discharged, as long as it doesn't move.  I like casting a bunch in an enveloping pit or portable hole (since the inside of those things doesn't move) and using it as a ready made instant kill trap.

How will having another encounter ready fix that?  And I assume that's not the upper levels, right?

JaronK

Good question, I never it used, or seen it mentioned in a way that I noticed it enough to look it up, or remember, so I really don't know atm. If its a 100% always working trick that is insta kill, as a DM I'd prolly give my players the choice: either the trick exists in the is world, and enemies know it too, or it doesn't exist.

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #55 on: December 17, 2010, 06:36:34 PM »
My old DM love Magic Missile so much everyone who could would keep 1 shield ready. Hell when the DM was a player they dropped a 9th level spell slot to get MM as a spell like ability. Also the way they ran BFC was totally useless; no grid and lack of logical consistency in what was going on, every monster within a move at the start of every fight without us rolling spot or listen, etc...
That's just bad DMing... I hate that crap... Why do I bother getting ranks in Spot and Listen, if they're FKN useless?
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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #56 on: December 17, 2010, 06:38:32 PM »
My old DM love Magic Missile so much everyone who could would keep 1 shield ready. Hell when the DM was a player they dropped a 9th level spell slot to get MM as a spell like ability. Also the way they ran BFC was totally useless; no grid and lack of logical consistency in what was going on, every monster within a move at the start of every fight without us rolling spot or listen, etc...
That's just bad DMing... I hate that crap... Why do I bother getting ranks in Spot and Listen, if they're FKN useless?
Over years of effort I got them to improve but it was always pretty bad. It wasn't too bad since they played everything as a stupid beat stick, so a little OP and the monsters never had much of a chance.
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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #57 on: December 17, 2010, 07:33:39 PM »
Fail.

If the DM picks anything other than a mindless autoattacker, the beatsticks at best sit this one out. More likely they get slaughtered.

Hard battles might require a spell per caster. Still no danger of running out.

Just having beatsticks at all means losing a lot of resources. Both because they are not casters and because you have to burn spells just to keep them with you.

Do you actually play D&D? Like, you know, the game, with the books, and real people? Just curious. You can flaunt wisdom like "Hard battles might require a spell per caster" and the like as much as you like, but please be aware that this is a load of bs in a great many games. If al your games work like this for you, well... guess that's a bit sad for your. But don't act like it's some godgiven truth.

Sure do. And it happens all the fucking time there. Even highly optimized foes, at worst require 2 spells per caster to tear apart. And that's APL + 8 battles = shit you're not supposed to win at all.

What's your piddly little beatstick going to do vs an enemy with 600 HP, AC > 60, touch AC > 40, saves ~40, damage per round ~300? Thought so. Torn apart in two rounds by spells.

Eh, no. For example an encounter that includes a lot of smaller, weaker opponents that swarm round the party, they are a much bigger threat for the casters then for the non-casters. At least up to level 7, when dimension door should be available (but of course, not always is.

A lot of the better Save or suck/lose/die are AoE... Sold fog, Acid Fog, Black Tentacles, Glitterdust, Sleet Storm...

Assuming your caster wants to have a bit of fun there is always fireball...

Yeah, true, all true. Lets take level 7. The dungeonroom your party is in is getting swarmed by on three sides by small, hardly a threat critters that come storming in from three doors. As a wizard, you can use one of your AoE spells, take out one of the three groups, and have spent a relatively high spellslot on that. Then, still, you are surrounded by critters, with a lot of low-damage attacks (which rather sucks for mirror image and displacement). For the non-casters, with high ac and a lot of hp, it's hardly a problem. A few of these encounters as an 'extra' to a normal session, and also the level 7 focussed specialist needs to start thinking about rescources.



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Hardly a threat creatures? So they're no problem to squish then. We just do that. And instead of pretending the party is stupid, we uh ya know, go back to the previous room and then blow away all the dumbfucks at once.

Also, there is no such thing as a high AC non caster in D&D. Nor is there a such thing as a high HP PC. The difference between caster HP and non caster HP is trivial at best, and both are gone in two rounds without real defenses. Difference is, casters have those, beatsticks don't.

Even at a low level, like 5 the beatstick has 42 HP, and the Wizard has 29. The CoDzilla has 41 by the way. However the CoDzilla is a CoDzilla, and the Wizard casts one False Life at the beginning of the day and he's already breaking even... without counting all his other spells, or the fact he can move and still be relevant, or the fact he can do shit right now instead of his only option being to auto attack for HP damage, which most of the time is not even a minor inconvenience? The CoDzilla has those things too.

And have you actually watched the BMX Bandit video?

He eventually does get a try. He gets helped behind the scenes. He gets mad and tells Angel Summoner to let him do it on his own. Angel Summoner stops helping him. BMX Bandit immediately Epic Fails.
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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #58 on: December 17, 2010, 09:16:32 PM »
If I'm talking about good DM'ing, and talking about "definitely at the lower levels, but even on mid- to high (5-15) levels", I'm not expecting "an enemy with 600 HP, AC > 60, touch AC > 40, saves ~40, damage per round ~300".

As for
Quote
stuff
, it doesn't do much to invalidate my point, that with good DM'ing, caster - noncaster disparities can be made smaller. I'm rather surprised you lack the imagination to think up encounters which do exactly that.

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Re: Spiky and Smooth Effectiveness - Why Casters and Martial Adepts Do So Well
« Reply #59 on: December 17, 2010, 09:29:24 PM »
^^
The thing is, you're missing out in that encounters designed to stress casters that way would be putting the tank near death(while stressing said caster) unless everyone focus fires on the caster...which could kill any character who isn't a perfectly prepared caster anyway.
That's aggravating the issue, once the tanks get the idea that you're having to lay the smack onto the casters because they're too good.

The best ways to deal with casters is with players who are inexperienced(and hence simply go with the cool stuff and wind up being just ok) or gentleman's agreement to play as a team, spoken or unspoken.
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