(20+perception)*10ft, based on our vision. This means we have our range increment for fireball: So with a perception score of +5, you'll be able to see up to 250ft. You can then add further 10ft/perception modifier. Meaning that with a roll of 20, you'll be able to see a visible creature up to: 10 feet * 20 (or roll of 20 divided by 1/10ft range penalty to perception) : 200ft. Perception dictates, that to notice a visible person, your DC is 0. Now we have to consider, that since fireball has an insane range, starting from 400ft, the only real limitation is how far we can see. Basically, there is a roll against AC5, this is consistent with the AC mechanics of base 10AC and no armor and -5 dex modifier (no or 1 dex). There is a related rule in the PRD concerning Splash Weapons. Specialized defences exist against casters - and you have the option of counterspelling. And that is assuming someone is not countering them. 1-2 armies at 20th level and they will be through a good deal of their power. Powerful, but they won't go all day blowing up armies. And the more resources you put into mitigating this threat, the more limited your overall ability will be.Ĭasters are limited resources. Because fireball - as noted above, will murder allies and enemies alike, unless special care is taken. This is where the issue shows it's ugly face, and really where it ends. Casters are limited resources - though, those resources are VERY potent, especially when used correctly. And the power is not all that powerful anyways. Anything is a raw nerf to a class that is restricted and already limited in comparison to other casters. And it often get's underused and is often undervalued. ![]() Total cover, antimagic field, globe of invulnerability - all of these are very powerful tools that prevent the damage. 3-4 monsters in a tight area will be MURDERED - unless they are prepared to deal with casters. It throws the traditional hack and slash apart, and turns it into a "Murder Everything that moves" experience unless you change gears. Overall it just feels the DM is not expierienced with what mid-high level casters do to combat. Optimization results in a specalized character that isn't great for much else. Just like a barbarian that focus' on natural attacks can output something like 180 damage per round and have a 95% chance to hit on 5 attacks by level 5. In the end, adding and attack roll really is horrible and the most unfun thing you could do to a caster, so you should probably discuss some alternatives with your gm.Ģ - it is an energy type that can be reduced via resistanceģ - it is a third level or lower spell that is COMPLETELY negated by lesser globe of invulnerabilityĤ - The spell has been effectively unchanged since OD&D for a reason - it works as is.ħ - It hits allies and enemies alike, unless you take a feat for that.Ĩ - You have put a lot of resources into this. Also, in my campaign we run with alternative rules for metamagic rods, to give them lower caster levels for their weaker versions, since dispelling vs 17 at low level really isn't and option. And any magically well versed enemy is going to recognize a metamagic rod for what it is when he sees one. Disarming and stealing usually work wonders on poor low CMD casters. ![]() ![]() ![]() This sounds horrible for you as the owner, but for a gm there are many tools to target and disable your magic equipment, without destroying it permanently. The fireball is the combat omni-tool of the casters in most fantasy settings and therefore if you meet a well versed and well prepared wizard can be expected to be in a position to counterspell 1 or 2 fireballs. fire resistance and all that good stuff can easily be applied to a few encounters with some scrolls&wands or the right enemies and as long as you don't overdo it ther should be no reason for the caster to complain, especially if his enemies are prepared for him. Resource Management: What (non metagaming) caster can resist using and aoe spell when there is a huge juicy group there? A few minor encounters beforehand can quickly burn trough a sorcs spells or metamagic rod charges. If your GM has problems dealing with your fireballs, I can offer a few points of advice: The fireball already has a save and adding an attack roll would be extremely harsh for half bab casters, the only time I ever require attack rolls for spells that usually have none, is when a caster tries to shoot trough keyholes or other things like that. Magic in pathfinder is balanced around either requiring an attack roll or granting a save or in some very rare cases with monster spells like disintegrate both, or with some weaker special cases like magic missile none.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |