Why don't more people...


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This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:

Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?


Varthanna wrote:

This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:

Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?

1. No clue

2. Cause it sucks to do that then either have the enemy follow suit or charge up and surround you for easier to hit.

3. Short of setting up an ambush you dont know when combat is coming and you don't know what you have to touch before hand.


Varthanna wrote:

This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:

Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?

1. Did this once and my DM had the BBEG activate a magic item to waste my action, but it is a great idea.

2. Melee characters don't want to waste the action getting up since they want to close, archers don't do this because they want to rapid shot. I had a crossbow user do this to frustrate bow archers, and it was devastatingly effective. I don't know why more of them don't do this.

3. In ambushes people don't want to give away their locations. However, a story about this, I made a scout/duskblade in 3.5 who used this kind of tactic to combo skirmish damage with a held touch spell with a channeled ray on a melee attack. It was stupid burst damage, but most people don't want to waste the spell slot unless they know they are going into melee. Since it was my build, I have used this tactic. Seems a solid idea for a magus, and I don't know why they wouldn't do this.

So good questions!


It is habit to go on your turn… You don’t know what will happen and don’t want to be caught prone… You don’t know what will happen and don’t want to risk wasting the spell and possibly combat rounds.


GoldenOpal wrote:
It is habit to go on your turn… You don’t know what will happen and don’t want to be caught prone… You don’t know what will happen and don’t want to risk wasting the spell and possibly combat rounds.

The latter...he meant readying an action to shoot a mage in the face when he's casting a spell.

Incidentally, gunslingers are the best counterspellers in the game.


Varthanna wrote:
...cast touch spells before combats and hold the charges?

Can you actually do this? I'd love a reference since I didn't know that it was possible.

Sovereign Court

Many folks are casual gamers. They may not know those options are available to them. Teach a man to fish.


DougFungus wrote:
Can you actually do this? I'd love a reference since I didn't know that it was possible.

Sure thing:

Magic section wrote:

Touch Spells and Holding the Charge

In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

I typically do this with spells that I am going to cast the first round of combat, regardless. Say, invisibility. That way, the duration doesnt get wasted, and I dont provoke from casting (or readied actions cant harm it). It's still a standard action, though, so it doesn't change the action economy at all.


DougFungus wrote:
Varthanna wrote:
...cast touch spells before combats and hold the charges?
Can you actually do this? I'd love a reference since I didn't know that it was possible.
PRD wrote:

Touch Spells and Holding the Charge: In most cases, if you don't discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round until the spell is discharged. If you cast another spell, the touch spell dissipates.

Some touch spells allow you to touch multiple targets as part of the spell. You can't hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.

Yes, since D&D 3.0 I believe.

Edit: Totally ninja'ed

Edit 2: Though Varthanna mentions a utility spell, most people use this with attack spells since as long as you don't cast another touch attack the charge remains held. A generous DM could allow you to make a AOO with this charged spell as a nasty surprise to opponents who don't fear you in melee, and is most useful with characters who can channel spells through their melee attacks (magus).


@ Varthanna

Can you reference which book & page number


DougFungus wrote:

@ Varthanna

Can you reference which book & page number

I can link you the PRD page here. It should be in the Core rulebook in the spells chapter in the front I believe.

Edit: improved the link


DougFungus wrote:

@ Varthanna

Can you reference which book & page number

Core, 216

What about other people? Are there things you do in PFRPG, that you ever wonder why more people don't do the same?


Varthanna wrote:
What about other people? Are there things you do in PFRPG, that you ever wonder why more people don't do the same?

Dedicate half of my third level spell slots on non-adventuring days with wizards or sorcs to casting explosive runes on small pieces of paper. >_> <_< Hey, a girl's gotta have her cruise missile battery supplied and ready(admittedly it worked a lot better in 3.5, but still!)!


Cheapy wrote:
...he meant readying an action to shoot a mage in the face when he's casting a spell.

Yeah, I know that. Thanks though… :)


Well I'll be damned, this adds a whole new element to spell casting for me. I'll have to find something useful to do with this now.

Contributing:
I don't know why more people don't run from combat when the odds are certainly not in the party's favor. Maybe it's just the people I play with but it seems as though some people would rather sit there and fight to the bitter end, or the idea of a retreat never even pops into their head.


DrowVampyre wrote:
Varthanna wrote:
What about other people? Are there things you do in PFRPG, that you ever wonder why more people don't do the same?
Dedicate half of my third level spell slots on non-adventuring days with wizards or sorcs to casting explosive runes on small pieces of paper. >_> <_< Hey, a girl's gotta have her cruise missile battery supplied and ready(admittedly it worked a lot better in 3.5, but still!)!

He he he. My players now cringe when I pass them notes.


Varthanna wrote:
What about other people? Are there things you do in PFRPG, that you ever wonder why more people don't do the same?

Buy/train/Use animals other than class given companions. I had a ranger with a dog animal companion and I bought him two friends and trained them myself. DM thought I was cheating somehow. I bought a heavy warhorse a little later, and an elephant later after that. None of these animals were my animal companion..

Edit:

DougFungus wrote:


Contributing:
I don't know why more people don't run from combat when the odds are certainly not in the party's favor. Maybe it's just the people I play with but it seems as though some people would rather sit there and fight to the bitter end, or the idea of a retreat never even pops into their head.

I don't really know this one. At first I thought they just needed to know they could die. So, I killed them.. all. Next game they did the same thing. Some players think you are cheating when you make encounters or enemies to difficult for them to simply murder. I don't understand their thinking.

Edit 2: OH! And gust of wind?! Why doesn't everyone always take/prepare this spell? Besides it's wonderful myriad of other uses, I once had a mid level wizard use cloudkill as his strongest spell, and then flew around pushing it over all his enemies with gust of wind. It was awesome.


My players are mainly casual. They don't know the combat rules extremely well, so don't think of using them, per se, at east not in the standard ways mentioned. But what they are very good at, is coming up with outrageous moves that cause me to have to link rules together or ad hock for them. Very entertaining. And a nice challenge for me as GM.


DrowVampyre wrote:
Varthanna wrote:
What about other people? Are there things you do in PFRPG, that you ever wonder why more people don't do the same?
Dedicate half of my third level spell slots on non-adventuring days with wizards or sorcs to casting explosive runes on small pieces of paper. >_> <_< Hey, a girl's gotta have her cruise missile battery supplied and ready(admittedly it worked a lot better in 3.5, but still!)!

And I shall name you Varsuvius!

Lol


pobbes wrote:
Buy/train/Use animals other than class given companions. I had a ranger with a dog animal companion and I bought him two friends and trained them myself. DM thought I was cheating somehow. I bought a heavy warhorse a little later, and an elephant later after that. None of these animals were my animal companion.

Someone I am playing with right now is doing this. We have been fighting a lot of goblins. I don't know if you've been told, but goblins hate dogs and dogs hate goblins.

He is currently up to a 3 dog pack... And he is a cleric.

Liberty's Edge

DougFungus wrote:

Well I'll be damned, this adds a whole new element to spell casting for me. I'll have to find something useful to do with this now.

Note that it work only with touch spells, not ranged touch.

DougFungus wrote:


Contributing:
I don't know why more people don't run from combat when the odds are certainly not in the party's favor. Maybe it's just the people I play with but it seems as though some people would rather sit there and fight to the bitter end, or the idea of a retreat never even pops into their head.

A lot of people hope that the last shot will win the battle or that the GM will change the dice rolls in their favour.

And even more people has problems recognizing when things are starting to go downhill.

Then there is the problem that sometime a lucky (or unlucky) critical or save will suddenly change the tide of battle.

Varthanna wrote:


Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?

1) full attack against single attack. When you start having multiple attacks you deal more damage with a full attack than with a ready action.

2) move action that provoke a AoO to stand up. Again, no good if you have multiple attacks, want to get to melee range or fear that the enemy will get into melee range.
If possible doing a 5' step to hide behind hard cover will work better.

for a crossbow user or a caster outside range from enemy melee fighters it will work well.

3) depend on the spell, the chance of involuntary discharge and plenty of other factors.
While the charge can be held "indefinitely" if the tactic become widespread I would develop some houserule to check if the spell is involuntary discharged touching something.
It is really hard to spend hours without touching anything.


Elven_Blades wrote:

And I shall name you Varsuvius!

Lol

*laughs* I need to get caught back up with that comic. I used to do this back in 3.5 though, and then wrap the little runed strips around an arrow. Shoot it at the target, or into the target's square, then AoE dispel from a scroll (lowest caster level) and...boom.

Hmm...what else...oh, I don't know why more people don't take skill ranks over extra hp for their favored class bonuses. Maybe I'm just weird, but even with an 8 sp/lvl class I never have enough to get everything I want...


I have always wondered why more people don't use combat maneuvers...

example: pesky ghoul cleric hanging out in an area of darkness and giving the party lots of trouble - party keeps rolling attacks and missing, no one says "I am going to risk the attack of opportunity and drag the ghoul out of the darkness so that maybe we can take it out before it kills us all."

Grand Lodge

DrowVampyre wrote:
Hmm...what else...oh, I don't know why more people don't take skill ranks over extra hp for their favored class bonuses. Maybe I'm just weird, but even with an 8 sp/lvl class I never have enough to get everything I want...

People take HP over skills? But thats what healing potions are for

You can never have too many skills!


ratlord wrote:

People take HP over skills? But thats what healing potions are for

You can never have too many skills!

Oh, I totally agree, but HP seems to be the one everyone takes, especially when optimization is wanted. To me, skill points are a lot more valuable, and the only way I don't take them is if I have the option for more spells known or whatnot form my race...


thenobledrake wrote:

I have always wondered why more people don't use combat maneuvers...

example: pesky ghoul cleric hanging out in an area of darkness and giving the party lots of trouble - party keeps rolling attacks and missing, no one says "I am going to risk the attack of opportunity and drag the ghoul out of the darkness so that maybe we can take it out before it kills us all."

I'd say because drag provokes an attack of opportunity and it's a ghoul. if it hits you, and you fail a fort save, welcome to dead next round town.

My contributions:

Why don't more people...

Stack status effects.

I made a terrifying playtest character in the form of a cavalier on a camel mount. The camel's spit ability sickened, no save, and I used dazzling display to shake a group. The witch in the party would evil eye someone as necessary, and there you go, a -6 penalty on attack rolls, -4 on saving throws, etc. Just begging for a caster to mop them up. And all of that in one round.

Charge when you only have a standard action.

You can do this. It makes surprise rounds matter a hell of a lot more and getting staggered suck a bit less.

Full attack that thing that just grappled them.

You can full attack in a grapple with anything other than a two-handed weapon, and you still threaten. This is incredibly good to know as opposed to being stuck in 3.5 mode and saying "Oh, now I can only try to escape. I failed, guess I do nothing."


ratlord wrote:
DrowVampyre wrote:
Hmm...what else...oh, I don't know why more people don't take skill ranks over extra hp for their favored class bonuses. Maybe I'm just weird, but even with an 8 sp/lvl class I never have enough to get everything I want...

People take HP over skills? But thats what healing potions are for

You can never have too many skills!

I beg to differ. I built a rogue who was a human, had 18 Int and had rogue as his favored class.

I have never stared at a skill section for so long.


ratlord wrote:
DrowVampyre wrote:
Hmm...what else...oh, I don't know why more people don't take skill ranks over extra hp for their favored class bonuses. Maybe I'm just weird, but even with an 8 sp/lvl class I never have enough to get everything I want...

People take HP over skills? But thats what healing potions are for

You can never have too many skills!

Healing potions don't help when you are dead, and you don't waste a standard action to heal 1d8+1 to 3d8+5 when the enemy is dealing far more damage every round.

Furthermore you can use many feats to get skill bonuses, usually you only have one feat to get extra hps.
I don't want to use any cheap argument based on houserules or DM preferences, so that's all folks.


DrowVampyre wrote:
Oh, I totally agree, but HP seems to be the one everyone takes, especially when optimization is wanted. To me, skill points are a lot more valuable, and the only way I don't take them is if I have the option for more spells known or whatnot form my race...

Off-course not.

Optimisation rarely concerns out of combat situation. In combat, you only need a couple of skill.

Problem is that out of combat use of skills is hard to measure. Without a number, you can't optimise and you can't compare so it's often ignored.

@ IkeDoe: that's only part of the story. If that additional skill point allows you to forinstance gain a positional advantage by using sneak, climb or acrobatics, it may save you much more hit points than 1 per level. Or it may allow you to overcome a challenge in a non-aggressive way again saving you hit points for a future battle.

And I don't get where you are going with that feat discussion. As far as I know, hardly anybody takes either toughness or one of the skill feats. There are generally stronger alternatives (although exceptions do exist).


DrowVampyre wrote:
ratlord wrote:

People take HP over skills? But thats what healing potions are for

You can never have too many skills!
Oh, I totally agree, but HP seems to be the one everyone takes, especially when optimization is wanted. To me, skill points are a lot more valuable, and the only way I don't take them is if I have the option for more spells known or whatnot form my race...

Hmm..now that casters can pick extra spells it behoves a sorcerer,oracle or witch (possibly bards too) to expand their repetoire in that direction , especially Witches who get the spells added this way permanently in their familiar even if they have to replace it.


DougFungus wrote:
I don't know why more people don't run from combat when the odds are certainly not in the party's favor. Maybe it's just the people I play with but it seems as though some people would rather sit there and fight to the bitter end, or the idea of a retreat never even pops into their head.

I think this is disproportionately a result of the idea that it's the GM's job to balance things to never risk a TPK, and to fudge things if it looks like a TPK is going to happen.

Me, I expect characters who are outmatched to use a dollop of common sense. Retreat, surrender, try to cut a deal, whatever.

Liberty's Edge

DougFungus wrote:

Contributing:

I don't know why more people don't run from combat when the odds are certainly not in the party's favor. Maybe it's just the people I play with but it seems as though some people would rather sit there and fight to the bitter end, or the idea of a retreat never even pops into their head.

Running away is suboptimal. You turn to run, leave a threatened square and provoke an attack of opportunity. Run X feet away. They then charge you, run X feet, and get an attack. Now you're in a threatened square and its your turn. I wonder what will happen.


ShadowcatX wrote:
DougFungus wrote:

Contributing:

I don't know why more people don't run from combat when the odds are certainly not in the party's favor. Maybe it's just the people I play with but it seems as though some people would rather sit there and fight to the bitter end, or the idea of a retreat never even pops into their head.
Running away is suboptimal. You turn to run, leave a threatened square and provoke an attack of opportunity. Run X feet away. They then charge you, run X feet, and get an attack. Now you're in a threatened square and its your turn. I wonder what will happen.

The withdraw action is your friend. If they happen to be faster then you, then running is a poor choice


Varthanna wrote:

Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?

As noted by others:

1) It's a full attack vs. single attack thing, but I see it used from time to time.

2) Usually one side is trying to get into melee range and being prone doesn't help.

3) The accidental discharge rules are wishy-washy enough (i.e. the spell is discharged if you "touch anything") that I just leave that whole can of worms alone.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Saw it once here but...
Why don't people use more combat maneuvers?

I know that unless you have the right feats they provoke AoO, but they are so useful that everyone should consider using them more. Dirty Trick is one I want to build a character around, while my current sword and board fighter used bullrush as often as he can.

Use the counterspell action?

I know it is a pain, that you need to ready and action and all that, but if you know the bad guy has some serious spells why not? I really want to build a spell caster who focuses on dueling and countering other spell casters. Someone who is able to really keep the spell slinging baddies from doing anything but run from the charging warriors and sniping archers.


I've never understood why more people didn't scribe scrolls of spells at the end of the day when they play a wizard.


Abraham spalding wrote:
I've never understood why more people didn't scribe scrolls of spells at the end of the day when they play a wizard.

Because you are looking at 2 hours worth of work per day. Which will get you a maximum of 1 spell scribed to a scroll.

Relevant PRD References:

PRD wrote:


Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by +5.
PRD wrote:


If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work.
PRD wrote:


This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).
PRD wrote:


Scribing a scroll requires 1 day per 1,000 gp of the base price. Although an individual scroll might contain more than one spell, each spell must be scribed as a separate effort, meaning that no more than 1 spell can be scribed in a day.

If they are using a lot of scrolls, this won't keep up. If they barely use scrolls at all, it's more bother than it's worth.

Now if they aren't scribing scrolls when they have down time, that I have no answer for.

Humorous side note: Not only does Power Word Blind take up 7 pages in your spell book for a single word, but also takes 3 days to scribe a scroll with that single word.


Varthanna wrote:

This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:

Why don't more people...

...ready actions against spellcasting BBEGs?

Because you can ready an action or full attack. Sure, there is an offchance you can disrupt him. Or you can just kill him.

Quote:
...drop prone at the end of their actions in ranged combats?

Because if they are ranged, they can instead full attack every round instead of every other round.

If they aren't ranged, they can get to the enemy faster if they don't waste a move action to stand up. Or they can a attack on the second round of moving to the enemy.

Quote:
...cast touch spells before combats and hold the charges?

That is actually a good question.

pobbes wrote:
Varthanna wrote:

This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:

Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?

1. Did this once and my DM had the BBEG activate a magic item to waste my action, but it is a great idea.

Your DM is a dick unless he was going to do that anyway. The BBEG would have no idea that you are readying an action or what it is for.


Cartigan wrote:
pobbes wrote:
Varthanna wrote:

This is somewhat like the "Pathfinder rules most people dont know". I see lots of games where there are tactics/procedures that just don't happen with the frequency I'd expect. Maybe it's just play style and YMMV, that said:

Why don't more people...

...ready actions against spellcasting BBEGs?

...drop prone at the end of their actions in ranged combats?

...cast touch spells before combats and hold the charges?

1. Did this once and my DM had the BBEG activate a magic item to waste my action, but it is a great idea.
Your DM is a dick unless he was going to do that anyway. The BBEG would have no idea that you are readying an action or what it is for.

Actually the rules are silent on that issue.

Regardless I am fine with the wizard using an non-spell completion item instead of his normal casting ability. It's likely to be far weaker and it is probably worth my turn to prevent him doing something like forcecaging the fighter.


Freesword wrote:
Abraham spalding wrote:
I've never understood why more people didn't scribe scrolls of spells at the end of the day when they play a wizard.

Because you are looking at 2 hours worth of work per day. Which will get you a maximum of 1 spell scribed to a scroll.

Because no scroll is better than some scroll? What sort of logic is that?

There are plenty of 2nd level and lower spells that it would be quite useful to have a stock of even if they aren't things you use on a normal basis (especially if they are things you don't use on a normal basis) -- spells which only take 2 hours to scribe.

Liberty's Edge

Andy Ferguson wrote:
The withdraw action is your friend. If they happen to be faster then you, then running is a poor choice

Ok, I can withdraw and move 60 feet. They charge, move 60 feet and get an attack with a bonus. Now its my turn and I'm in a threatened square and needing to run away again. Withdrawing helped how?


ShadowcatX wrote:
Andy Ferguson wrote:
The withdraw action is your friend. If they happen to be faster then you, then running is a poor choice
Ok, I can withdraw and move 60 feet. They charge, move 60 feet and get an attack with a bonus. Now its my turn and I'm in a threatened square and needing to run away again. Withdrawing helped how?

And if you've got a party member with a 20' move or someone who's already down? Just abandon them? (I don't have to run faster than the troll, I just have to run faster than you!)

Or the enemy has casters or range attacks.

Running away isn't easy in a lot of cases.


see wrote:
I think this is disproportionately a result of the idea that it's the GM's job to balance things to never risk a TPK, and to fudge things if it looks like a TPK is going to happen.

In alot of cases party stupidity is also to blame no matter how balanced the battle is. As much as you may try to keep them alive sometimes you just can't.

For example, there is an extremely obvious way to win a battle and for some reason the party just seems to completely over look it even though the answer is right there. Rather than running the party just sits there and gets massacared.

We use an open rolling system so fudging dice is impossible without ruining the flow of the game.

Liberty's Edge

DougFungus wrote:
For example, there is an extremely obvious way to win a battle and for some reason the party just seems to completely over look it even though the answer is right there. Rather than running the party just sits there and gets massacared.

A GM that sets up a battle with "an extremely obvious way to win" then expects the pcs to do that, or worse requires the pcs to do that, rather than allowing them to approach the battle in their own way is, IMO, the worst kind of GM. And beyond that, what's extremely obvious to one person isn't extremely obvious to another, maybe the GM has described the fight as taking place in a rocky area and the "obvious" way to win is to start a land slide, but he hasn't given the pcs enough details, or maybe the pcs don't want to risk the collateral damage, or whatever. Forcing pcs to win the way the GM wants them to is taking control away from the players if you want to do that, go write a book.


Madcap Storm King wrote:
thenobledrake wrote:

I have always wondered why more people don't use combat maneuvers...

example: pesky ghoul cleric hanging out in an area of darkness and giving the party lots of trouble - party keeps rolling attacks and missing, no one says "I am going to risk the attack of opportunity and drag the ghoul out of the darkness so that maybe we can take it out before it kills us all."

I'd say because drag provokes an attack of opportunity and it's a ghoul. if it hits you, and you fail a fort save, welcome to dead next round town.

Right... but if you don't try to drag it, it's just as likely to hit you on it's next turn while the whole party is still at a disadvantage...

so the guy nearest the darkness and ghoul gets paralyzed, get's dropped, and the next guy steps up... and repeat.

...Or that first guy could drag the ghoul out so everyone can hit it...

My point was that I don't understand why people don't risk a little hurt in order to prevent a world of hurt.


thenobledrake wrote:
Madcap Storm King wrote:
thenobledrake wrote:

I have always wondered why more people don't use combat maneuvers...

example: pesky ghoul cleric hanging out in an area of darkness and giving the party lots of trouble - party keeps rolling attacks and missing, no one says "I am going to risk the attack of opportunity and drag the ghoul out of the darkness so that maybe we can take it out before it kills us all."

I'd say because drag provokes an attack of opportunity and it's a ghoul. if it hits you, and you fail a fort save, welcome to dead next round town.

Right... but if you don't try to drag it, it's just as likely to hit you on it's next turn while the whole party is still at a disadvantage...

so the guy nearest the darkness and ghoul gets paralyzed, get's dropped, and the next guy steps up... and repeat.

...Or that first guy could drag the ghoul out so everyone can hit it...

My point was that I don't understand why people don't risk a little hurt in order to prevent a world of hurt.

Because on top of that they still have a chance to miss it. They could try and drag it, succeed, and still fail, then get paralyzed and killed. Also what is stopping him from moving back into the darkness on his turn and forcing you to try it again?

There's also the fact that if you provoke and get paralyzed on your turn you can actually DIE when his turn comes around. Swinging your sword at him doesn't carry that same risk.

It's a bad situation where an already risky combat maneuver looks very unappetizing.


Quote:
ready actions against spellcasting BBEGs?

Which action would you like to ready?

Interupt his spell- BBGED 5 foot steps back and casts.

Now i'll agree that the magic missile to the face as a counter-spell tactic is often underused. But a lot of casters try to end the fight with SOD's /SOS's before then.

Quote:
...drop prone at the end of their actions in ranged combats?

The move action to stand up again is a pain and an aoo if anything runs up to you.

Quote:
...cast touch spells before combats and hold the charges?

Because sometimes, especially with medieval underwear, you need to check to see if the airline lost the luggage and some dm's have a wicked sense of humor.

Also casting the spell is effectively a free action , because you can cast the spell from behind the fighter, move up, and whack.


Abraham spalding wrote:


Because no scroll is better than some scroll?

True enough, though it depends on how permissive your DM is with regards to the expenses of scroll creation. For example, do all scrolls use the same (expensive) inks and parchments (etcetera)? Or are the inks/parchment dictated by the kind of spell being written?

A permissive DM will just let you carry X gold pieces of scroll materials and create what you want whenever. More exacting DMs will make you plan your scroll creations in specific when you're buying the ingredients.


Helic wrote:
Abraham spalding wrote:


Because no scroll is better than some scroll?

True enough, though it depends on how permissive your DM is with regards to the expenses of scroll creation. For example, do all scrolls use the same (expensive) inks and parchments (etcetera)? Or are the inks/parchment dictated by the kind of spell being written?

A permissive DM will just let you carry X gold pieces of scroll materials and create what you want whenever. More exacting DMs will make you plan your scroll creations in specific when you're buying the ingredients.

Even then it doesn't really matter -- ask the GM up front. As it goes there aren't "special components" only 'choice writing materials worth 12.5gp x spell level x caster level" -- the only requirement is the cost.

If your GM chooses to house rule beyond that (in my opinion) it better be written down and the players had better be informed before the game starts. Then during play you simply get the correct stuff for the spells you intent to scribe at the end of each day.

For example I would probably go with:
Materials for Detect Secret Door x 10
Materials for identify x 20
Materials for detect Invisibility x 10
Materials for Resist Energy x 10

And call it a day. After about 50 days I should have all those scribed, (and possibly used).

IF he further restricts what components for what spells you have access to for scribing he's hating on crafting and perhaps you should look at what you can trade scribing out for.

However in a default game with the standard rules it isn't going to matter.


Varthanna wrote:
Why don't more people...

...ready actions against spellcasting BBEGs?

We do from time to time, when we have a chance of disrupting them.

...drop prone at the end of their actions in ranged combats?
Because it hurts action economy for next round.

...cast touch spells before combats and hold the charges?
Do it sometimes. I REALLY like your idea for a touch-buff, tho... I sometimes held a Vampiric Touch when anticipating combat.

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