| Post/Author/DateTime | Post |
|---|---|
| Burningspear06-01-07, 09:53 PM | Still, one of the biggest problems with the book is that staggering critical feat. If you have a high range weapon, there's no reason not to take it. It's when you confirm. It doesn't matter if the crit is successful or not. Once you crit and slow them, you can either move on to another target within range and be out of their range, or, god forbid, if you're a dervish, and/or have the spring attack feat tree, your party will kill everything else on the board FOR SURE. If you can slow two or three opponents in a single round, assuming that your characters are high enough level to acquire this feat (BAB 12), those people are all dead. At those levels, if you get slowed for even a single round, anything that gets slowed, barring a character so close to death that everyone has to throw healing stuff at them, you will die. Yes, it's a feat that's supposed to reward teamwork, and I heartily support that in the newer, more egocentric version of the game, but did they have to do that without offering a save at 10 + 1/2 level + STR Bonus? Sounds actually like a very nice and effective feat for a decent fighter, meaning, it would keep a fighter perhaps on par with the casters?. Any thoughts peeps? :smirk: |
| GothicDan06-02-07, 03:31 AM | It still really wouldn't make a difference, because high level spellcasters would still have access to spells that would completely remove them from combat or forwarn them of imminent death - Foresight, Contingency, Greater Blink, Elminster's Evasion, etc. |
| Suin Bahhar06-02-07, 07:21 AM | The AB requirement of 12 is the balancing factor here. No pc will be using this tactic untill 12th level. Plus rolling high is overrated. Unless your a chosen of Tymorra as I am ;) |
| Encard06-08-07, 07:33 PM | Eh, what's the exact text? Looking at the Initial Reactions thread, the first person I see mentioning it says that it goes off "when you confirm." That sounds to me like "when you confirm your critical hit" - i.e., when you score a crit. It also only slows them for, what, one round? This seems pretty lame for anyone not focusing on getting many, many critical hits. |
| ShadezofDis06-12-07, 04:30 PM | It still really wouldn't make a difference, because high level spellcasters would still have access to spells that would completely remove them from combat or forwarn them of imminent death - Foresight, Contingency, Greater Blink, Elminster's Evasion, etc. Ding, ding, ding! Casters > NonCasters if the Casters are prepared. One of the only strategies I've been able to use as a DM to keep more "balance" in the party at higher levels is to limit the ability of casters to have a full spell roster. Keep the action moving and the noncasters can start to shine. That and include counter spellers or creatures with decent SRs. If you're not the DM then you can hope the DM has some sympathy. |
| Neyvn06-12-07, 11:09 PM | You know I keep hearing about how having a high SR is a great way to keep down spell casters but I've found that it really means very little. I had one player who after the city of the spider queen adventure got so tired of the drow he started to think a little about SR. Now he's got 3 or 4 spells ready that bypass SR and it means nothing. Hell the way they have the rules now even Golems are no match for a reasonably prepared wizard. Plus all the DR bypassing manuvers & such from TOB my party was killing Stone Golems like a hot knife through butter. |
| MarkusTay6306-12-07, 11:24 PM | Simple solution - use more Magic 'dead zones'. Its a mean, low-down, cheap trick.. but we're DM's, and it's our job to make the players squirm. ;) |
| ShadezofDis06-13-07, 12:17 AM | Simple solution - use more Magic 'dead zones'. Its a mean, low-down, cheap trick.. but we're DM's, and it's our job to make the players squirm. ;) Wild Magic Zones. Why go for the boring one. :D |
| Neyvn06-13-07, 12:44 AM | Simple solution - use more Magic 'dead zones'. Its a mean, low-down, cheap trick.. but we're DM's, and it's our job to make the players squirm. ;) The problem is that golems used to be bane for players, now they're like whoopdee doo... |
| ShadezofDis06-13-07, 08:25 AM | The problem is that golems used to be bane for players, now they're like whoopdee doo... Wild Magic Golem (you'd need to make it) created by a Wild Magic Mage and viola! The old bane with a new twist. :D You could also include spell turning properties in the golems (standard ones, I'd hate to see a Wild Magic Golem with spell turning. . . that'd just hurt my head to design *g*) akin to a ring of spell turning. |
| MarkusTay6306-13-07, 03:53 PM | Also, a clockwork golem should still be able to function in a magic-dead zone, as long as no-magic was used during creation. The Lantanesse might be able to whip one up. Think of the horror your players will feel going against what appears to be an iron Golem... and they can't use any magic! :D |
| ShadezofDis06-13-07, 05:43 PM | Also, a clockwork golem should still be able to function in a magic-dead zone, as long as no-magic was used during creation. The Lantanesse might be able to whip one up. Think of the horror your players will feel going against what appears to be an iron Golem... and they can't use any magic! :D Good call. :) A renegade group of Latanesse artificers (Note: Not the class artificers) who left Latan a step ahead of the law or some such nonsense. That's some good stuff. |