A little bit rant - maybe an advice?


Advice


Hi. During the last session, I got a little upset. I don't want to rant, or better, I don't want only rant, but I'm searching for some advice to handle the situation. My group composition: Paladin (ex paladin at the moment, striving to get his paladin status back - good plot), Rogue (dervish dancer), Cleric (Merciful Healer of Saerenre, saves our life a lot, with his power channel - a total newby player, but really good at what he do, and he really like to role a cleric this way), Magus (me, hexcrafter, lot of fun with rolling tons of dices :P), and a Wiz (wood wiz, more battlefield control than blaster).

Now, we come at the encounter. Me and the wiz are at the balcony on the upper floor, and we see the enemy caster cast a really big aura of enchantement (irresistible dance), that force everyone in the ball room to dance. Wiz, thanks to his +8 init, goes first, I go last (3 on the d20, and still have a -3 dex - luckily I got dex 15), just after enemies. The wiz did... I don't remember. Other party members engage combat while dancing (really nice idea, thumbs up for GM). The enemy sorcerer cast something like acid arrow, but for some reason ad a ton of damage, like 16 damage for the wiz. I start fly as std, and get in reach (just above, so even if she made a 5 ft step, I'll still threaten) with the enemy sorcerer while she's casting Summon Monster IV. Then the wiz says "I cast stinking cloud". I cry a lot, we all says that a Magic Missile is more effective ad disrupt the spell. Unfortunately she has a brooch of shielding, so it was ineffective. Her turn, an ooze appear, and she try to touch me with a pseudopod. She damage me, I save, so only damage. Then me, tried to hit casting shocking grasp and add int to hit, I miss (f£$&ing dice). Then the wiz, cast stinking cloud. He take the sorceress, and he take me. She saves, I don't. Nasuea for that round +3 round after I leaved that. The sorceress leaved the cloud and did what she wants for 3 rounds, while I went nauseated and she almost kill me. We eventually managed to win, but, really, what I can do with a wiz that does'nt know when to use area spells? I mean, from my pc viewpoint, how I can deal with him? Out of game, the wiz said that my magus isn't so smart, because he can leave before, so he can't see why he should give the priority to melee, when I was the only character that could threaten the sorceress. It really upset me, seems like he think he did the right thing.


I see your frustration Blackstorm. You are a melee damage dealer and the Wizard is a ranged battlefield controller. With the 2 of you being the only ones really capable of dealing with the sorceress due to the dancing spell, this really puts your own characters at odds with how to deal with your opponent.

Ideally you should talk with the wizard player again. Try to understand his point of view. Your character had fly and could move anywhere in the ballroom; had the wizard used a free action to talk to your character and let him know what's coming, your character might have just flown outside the affected radius and then flown back to meet the enemy wherever she repositioned herself.

Based on your initiative though the wizard would've had to have delayed an action but your nausea could've been avoided. When you talk with the wizard friend, try to understand why a big, area of effect cloud with a Nauseated effect tacked on was his spell of choice on a single enemy spellcaster and an ooze. Perhaps the wizard was trying to drive the sorceress back into your friends or maybe shut down potential summoning points for future monster summon spells. The point is that you guys should talk out your strategies with one another and try to understand the other one.

I have to say though I'm left wondering a couple things after your story:

1. If your party wizard can cast stinking cloud, he must be at least 3rd level; why not use some other spell in the first place BESIDES magic missile to damage the sorceress?

2. Where was the rest of your team? Were they still dancing after 3 rounds?

3. Did you get an Attack of Opportunity when the sorceress you were hovering over took a full-round action to summon monster?


Mark Hoover wrote:


Ideally you should talk with the wizard player again. Try to understand his point of view. Your character had fly and could move anywhere in the ballroom; had the wizard used a free action to talk to your character and let him know what's coming, your character might have just flown outside the affected radius and then flown back to meet the enemy wherever she repositioned herself.

Maybe I was wrong here, because he said that, even if outgame. But really I couldn't move, for roleplay reasons. That was the same day that repeat over and over for 4000 years, and the last bit of my elven house was trapped in this endless loop. I couldn't stand it, for my character, I had to do something.

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Based on your initiative though the wizard would've had to have delayed an action but your nausea could've been avoided. When you talk with the wizard friend, try to understand why a big, area of effect cloud with a Nauseated effect tacked on was his spell of choice on a single enemy spellcaster and an ooze. Perhaps the wizard was trying to drive the sorceress back into your friends or maybe shut down potential summoning points for future monster summon spells. The point is that you guys should talk out your strategies with one another and try to understand the other one.

Basically, it was his last spell spell remaining. We had the option to rest, but my character wouldn't did it for all the gold.

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I have to say though I'm left wondering a couple things after your story:

1. If your party wizard can cast stinking cloud, he must be at least 3rd level; why not use some other spell in the first place BESIDES magic missile to damage the sorceress?

We're 6, but the wizard had 2 negative levels from a previous encounter that day.

As I said it was his last spell. He has only those two and some use of the specialization power (a spear that deal bleed damage)
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2. Where was the rest of your team? Were they still dancing after 3 rounds?

The will save vs forced dance was really high, and it was a really long lasting effect. They were in the area of forced dance when it started, and they was engaged from the guards. So they couldn't reach the caster.

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3. Did you get an Attack of Opportunity when the sorceress you were hovering over took a full-round action to summon monster?

Unluckily not:I was in position after she start to cast sm, so I didn't get aoo. I didn't think of ready an action against she, when I was in place, so I did it wrong this.

Anyway, the wizard is not new to this sort of thing. It seems he is not able to place the right area spell in the right place. More than one time we found ourselves in severe mobility restrain. The rogue cannot manage the positioning when he cast them. Worst of all, he has haste in his spellbook and he never cast or prepare it. In those 2 levels from when he get haste spell, he cast it once or twice at most. And we all said to him that haste is a really great spell. I'm seriously think of get haste next level to cast instead of him. He should cast it first of all, he never did. Maybe I'm wrong, but some spells are too good to leave them in the spellbook.


Is the player new, or at least new to spellcasting? If this has come up multiple times, maybe have the whole group talk to him. Another idea would be to run some mock combats with this player. Get the GM involved and label the session a "Training Exercise". By showing him the advantage of casting one spell over another in the same scenario, he can begin to get an idea of strategy, positioning, and when to inflict damage.

Remind this player of several things:

- The cloud was a good idea because it also limited vision, but this works to the disadvantage of both sides of the fight
- Direct damage has the added benefit of triggering Concentration checks
- Buffing a fellow party member can be just as useful a contribution to winning the fight as throwing a spell at the BBEG; run the numbers for DPR to determine
- Olevel spells can be used over and over indefinitely: they can be handy for minor damage and concentration checks, as distractions, or as minor debuffs
- a well-placed crossbow bolt can yield the same DPR as a 0level attack spell, possibly more
- If you have a spear power that causes ongoing damage and thus multiple concentration checks, that can be useful as both damage AND a minor debuff to the enemy spellcaster

Finally just a heads up in defense of the wizard player: if this is an endless loop, you could've just thrown the fight and then done it over again when the loop happens again right?


Mark Hoover wrote:

Is the player new, or at least new to spellcasting?

No, or at least it doesn't seem. We know each other about a year ago at the start of the campaign. The only newby is the cleric guy, that however do really nice things in combat (he can channel as a move action, and more than one time his intervention was really useful, he buff and heal, and do it well).

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If this has come up multiple times, maybe have the whole group talk to him. Another idea would be to run some mock combats with this player. Get the GM involved and label the session a "Training Exercise". By showing him the advantage of casting one spell over another in the same scenario, he can begin to get an idea of strategy, positioning, and when to inflict damage.

Remind this player of several things:

Thanks for advice. I'll try to do a private conversation with him, just to try to come in help.

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Finally just a heads up in defense of the wizard player: if this is an endless loop, you could've just thrown the fight and then done it over again when the loop happens again right?

Not quite. We acted, so we slightly altered the timeline, we could have rest, however, to recover spells and stuff. But as I said my pc didn't want to do it. I was impulsive at that time, I know, but I feel the urge to let go the souls of my family. In the gm timeline they started the half elves race, or at least that was their intention.


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My main comment is "hey, your game sounds pretty interesting with all the long-term effects, role play impact and discussion of tactics!"

Seriously, it sounds to me like a lot more is going right with your game than wrong.

You and the wizard player need to work out synergistic tactics for the future. You can even do it in character. But you need to do it. In real life that's what two partnered combatants would do.


It would be fun for you to do it in character.

(post battle, in the ballroom)

Magus: What gives, wizard? I'm STILL gagging on that stench you unleashed. Who were you trying to mess up?

Wizard: Well, you could've flown away or harried her from a distance. Instead your zeal took over. How many times have we said: your impulsiveness will be the death of us!

Magus: Why you little... (reaches impulsively and grabs wizard's lapel)...oh, I see what you mean... well, maybe you're right wizard, but you must understand: not everything can be solved by magic alone. That is the credo of the magi - battle and magic as ONE.

Wizard (with brow knotted in consideration): I don't understand. I cast a spell...my enemies fall; isn't it that simple?

Magus: Let me help you understand the difference between group tactics and single combat. Come, we'll do it together...

And in character the Magus counsels the wizard on tactics, defensive spell use, the when and where of Area of Effect and such. The wizard however helps the magus understand that magic is about patience, observation. Knowing one's enemy determines spell selection. If impulse is tempered with wisdom, a single spell can make all the difference. They learn, they grow, they become a better team.


Mark Hoover wrote:

It would be fun for you to do it in character.

(post battle, in the ballroom)

Magus: What gives, wizard? I'm STILL gagging on that stench you unleashed. Who were you trying to mess up?

Wizard: Well, you could've flown away or harried her from a distance. Instead your zeal took over. How many times have we said: your impulsiveness will be the death of us!

Magus: Why you little... (reaches impulsively and grabs wizard's lapel)...oh, I see what you mean... well, maybe you're right wizard, but you must understand: not everything can be solved by magic alone. That is the credo of the magi - battle and magic as ONE.

Wizard (with brow knotted in consideration): I don't understand. I cast a spell...my enemies fall; isn't it that simple?

Magus: Let me help you understand the difference between group tactics and single combat. Come, we'll do it together...

And in character the Magus counsels the wizard on tactics, defensive spell use, the when and where of Area of Effect and such. The wizard however helps the magus understand that magic is about patience, observation. Knowing one's enemy determines spell selection. If impulse is tempered with wisdom, a single spell can make all the difference. They learn, they grow, they become a better team.

Wow. This yes. It would be nice a dialog that way. Incidentally you get my magus behavior really well. Session stopped at the end of combat, and we have a little talk with the freed spirits, and honestly I had better things to do than get angry at the Wiz, as the last of my house was fading away. Now the Manor and the spirits are faded, and we now are facing some unknown beasts. So Saturday, next session, we'll face them, then I think I really go angry in game with the wizard. ...


Blackstorm wrote:
... then I think I really go angry in game with the wizard. ...

Just make sure he realizes it is in game not real life angry.

Another thing you might consider is standardized tactics. Not all groups are open to this kind of thing (my current group is not).

Basically like a football team you have a large or small set of plays.

One group I was with had something very specific for this situation. Anyone could call 'AL1' as a free action in character. That would not give the bad guys any real information. However as a group we knew it meant:
Area Leader 1 round
Someone was planning to cast area effect spell, centered on the leader for 1 round, then anything goes.

So if the wizard had called that, you as the wizard would know to not close for the first round to avoid the area effect spell (you would have had to decide afterward if you wanted to enter the stinking cloud). But then after that you would have been free to close and splat him.

OR

You as the magus could have called a 'RL1' plan. That would have meant that you (since you called it) were going to Rush the Leader as your action in round 1. Everyone else would understand not to cast any area effects that would interfere with that rush.

If you didn't call a play and the wizard did, you would have to follow his plan.

There is still potential for trouble though. If no one is acknowledged as the leader and people call out conflicting plans, confusion can be total.


Pathfinder Adventure Path Subscriber

Talk. Coordinate. Delay. Teamwork.

A simple chat session on tactics or "things I'd like to do in combat" can go a long way to avoiding misunderstandings. If one player's specialty is always being in someone's face, and another player's specialty involves massive area spells with friendly fire, then there's going to be issues.

What I read from your description is the wizard wanted to cast a no-SR fort save disabling spell against an arcane (low fort save) summoner before more enemies appeared. That's normally a pretty good idea. When you guys asked him to MM instead, not only was the summoner not affected, the baddie got to add another mob (i.e. more action economy) to his side which changed the scope of the fight.

Sounds like a little bit of coordination may have helped. But if the other players didn't have any shots left in their locker and they already saw what happened when they tried following an alternate suggestion, the temptation to throw a big gun that has a high chance of success is well, pretty big.

Also not sure why the wizard wasn't casting level 3 spells. Temporary negative levels don't remove your casting ability. Unless they are now permanent, in which case he's got a serious handicap. And I don't understand how that's the case because you claimed he could have cast Haste...which is a level 3 spell. Also not sure how he has had it for 2 levels as you state...is the wizard 7th? There's plenty of 4th level spells that could have been game over...or really buffed the party.

Haste is like any spell. It's good situationally If the wizard knew that the rest of the party was going to launch full attacks, AND the rest of the party was going to wait until the wizard went..then yes it may have been a good idea.

But if his past experience is that kind of teamwork doesn't happen, then the wizard has got good reason not to buff. And from what you've said it looks like that doesn't happen much. Something to consider working on and talking about with the other players.

I can tell you that if I qualified to learn haste 2 levels ago and there's only one martial character I'm sorry but I'm at best going to have 1 memorized...or perhaps on a scroll.

I do have a suggestion that may help your wizard if the same teamwork issues keep happening. Look into getting him a Rod of Selective Spell, Lesser. 3,000 gp and he can exclude some friendly party members from his area spells 3/day.


Kydeem de'Morcaine wrote:
Blackstorm wrote:
... then I think I really go angry in game with the wizard. ...

Just make sure he realizes it is in game not real life angry.

Another thing you might consider is standardized tactics. Not all groups are open to this kind of thing (my current group is not).

Basically like a football team you have a large or small set of plays.

One group I was with had something very specific for this situation. Anyone could call 'AL1' as a free action in character. That would not give the bad guys any real information. However as a group we knew it meant:
Area Leader 1 round
Someone was planning to cast area effect spell, centered on the leader for 1 round, then anything goes.

So if the wizard had called that, you as the wizard would know to not close for the first round to avoid the area effect spell (you would have had to decide afterward if you wanted to enter the stinking cloud). But then after that you would have been free to close and splat him.

OR

You as the magus could have called a 'RL1' plan. That would have meant that you (since you called it) were going to Rush the Leader as your action in round 1. Everyone else would understand not to cast any area effects that would interfere with that rush.

If you didn't call a play and the wizard did, you would have to follow his plan.

There is still potential for trouble though. If no one is acknowledged as the leader and people call out conflicting plans, confusion can be total.

Years ago we had a gal playing w/us who played a spellcaster focused on party buffs and HUGE AoE spells. The three of us were striker/BBEG killers; she handled mobs. Any time she was considering a spell to help us, she'd call out "I've got COOKIES!" so we'd all come running. Any time she was going to drop an area spell on the enemy she'd shout "I've got Chlamydia!" so that we'd stay away. We were an odd bunch...


Stinking cloud requires a fort save, your enemy was an elf (i assume) sorcerer and you are a half elf magus. So the odds were that you are going to save and your enemy won't, then you fly out of the cloud and wait for your enemy to step out of the cloud and then you handle him/her while he/she is nauseated.
So the dice went in the worst case scenario (you losing the save and your enemy making it), it happens.

The way the wizard might have seen it is as a calculated risk with the odds on your favor but lucked out.


@Kydeem: ty, it could be useful :)

Rerednaw wrote:

Also not sure why the wizard wasn't casting level 3 spells. Temporary negative levels don't remove your casting ability. Unless they are now permanent, in which case he's got a serious handicap.

Temporary levels, but as I said, he h had ended all his other spells, at least that's what he said.

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And I don't understand how that's the case because you claimed he could have cast Haste...which is a level 3 spell. Also not sure how he has had it for 2 levels as you state...is the wizard 7th? There's plenty of 4th level spells that could have been game over...or really buffed the party.

Haste was an example. He's 6th, so he have haste from 2 levels.

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Haste is like any spell. It's good situationally If the wizard knew that the rest of the party was going to launch full attacks, AND the rest of the party was going to wait until the wizard went..then yes it may have been a good idea.

But if his past experience is that kind of teamwork doesn't happen, then the wizard has got good reason not to buff. And from what you've said it looks like that doesn't happen much. Something to consider working on and talking about with the other players.

We're 3 damage dealers, and in 2 levels from when he can cast 3rd level, I remember just one time when hehe had cast haste. And I can assure that we fight a lot. He prefer to go with mad monkeys, that's a great spell, but it's also something that restrain our movement.

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I can tell you that if I qualified to learn haste 2 levels ago and there's only one martial character I'm sorry but I'm at best going to have 1 memorized...or perhaps on a scroll.

Paladin, magus, and full dex rogue. Paladin has an average of about 20 damage per hit. I have with frostbite an about average damage. The rogue had a good dpr output too, due to the reroll of 1s on sneak dices. It seems to you the case of not prepare on a daily basis?

I don't want to be harsh with you, but really, haste was only an example: it's not the first time he restrain our movement in order to cast area spells indoor. And a close space is not what I have in mind for a non dismissable area spell that has 50% of disabling the only dd that can threaten effectively the enemy caster. I understand what he wanted to do, but he'd got only a fellow disabled and a caster that had 3 round of "I do whatever I want".
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I do have a suggestion that may help your wizard if the same teamwork issues keep happening. Look into getting him a Rod of Selective Spell, Lesser. 3,000 gp and he can exclude some friendly party members from his area spells 3/day

That's nice. Good catch.


Blackstorm wrote:
The rogue had a good dpr output too, due to the reroll of 1s on sneak dices.

If you are referring to Powerful Sneak (Ex), it does NOT re-roll. It changes 1's to 2's. Equal to +0.16666 on each die. Or 0.5 at 6th level. There are much better talents available. Check out Rogue Eidolon's Guide to Rogues. Also check out Death from the Shadow: A Guide to the Ninja by Joseph Bucceri.

/cevah


Cevah wrote:
Blackstorm wrote:
The rogue had a good dpr output too, due to the reroll of 1s on sneak dices.
If you are referring to Powerful Sneak (Ex), it does NOT re-roll. It changes 1's to 2's. Equal to +0.16666 on each die. Or 0.5 at 6th level.

No, I didn't refer to powerful sneak. The rogua has a magic item that along with other benefits, allow her to reroll all the 1s she roll when deal SA. I already know the Rogue Eidolon's guide, and I didn't know the latter, that in our case is useless, since GM banned out gunslinger, and all the "oriental" thinks, such monks and ninjas.


leo1925 wrote:

Stinking cloud requires a fort save, your enemy was an elf (i assume) sorcerer and you are a half elf magus.

Nope: I'm an elf, she was a human.

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So the odds were that you are going to save and your enemy won't, then you fly out of the cloud and wait for your enemy to step out of the cloud and then you handle him/her while he/she is nauseated.

So the dice went in the worst case scenario (you losing the save and your enemy making it), it happens.

The way the wizard might have seen it is as a calculated risk with the odds on your favor but lucked out.

A 50% (exactly, as he have a DC of 18 and I've a +7 on fort save) to disable one party member, and a... I don't know the sorceress stat, but I think she's at least 8 level, maybe 9th, with a 14 con, she has a +5 fort saves. 50% vs 60%. Calculated risk? The wiz player says "your magus isn't smart enough, because you know that I was about to cast". A calcuated risk is the cleric that cast sound burst centered on paladin (happened), paladin fails his saves, but he rolls 1 on d20, else he would had a far more chance to resist the stun, and in turn, a lot of more dangerous enemies was disabled for 1 round. Yes, even the paladin, but we were all in the place. Well, if the wiz did something like that, I had accepted it. Instead, he disabled me, forced me to go back, let me take a bunch of damage (he says "you're stupid because you were here and taken damage", without considering that 3 of my fellows were in the middle of the combat, and were trying to survive, and in those 3 members there was a cleric), and almost kill me.


Pathfinder Adventure Path Subscriber
Blackstorm wrote:

...

Paladin, magus, and full dex rogue. Paladin has an average of about 20 damage per hit. I have with frostbite an about average damage. The rogue had a good dpr output too, due to the reroll of 1s on sneak dices. It seems to you the case of not prepare on a daily basis?
I don't want to be harsh with you, but...
a fellow disabled and a caster that had 3 round of "I do whatever I want".
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By your description you went after the sorcerer. I don't see anything about the rogue and pally charging her. So based on that I read it as one martial character vs. one caster. Sorry if I misunderstood that.

Now if the rogue, paladin and you (3 martials) were in the sorcerer's face then yes, I would may drop haste instead of the cloud.

I respectfully disagree about Stinking Cloud it's not "3 rounds of doing whatever I want." for the sorcerer. It's 3 rounds of:

"Sorcerer has to make her weakest save or lose her action."
"Sorcerer cannot see any enemies to target them with spells."

Oh are you sure about that spell? If your opponent indeed cast Irresistible Dance, then she was a 16th level sorcerer. I'm thinking in which case she should have wiped the floor with you guys if she was serious. :)

Still we can theorycraft this indefinitely. I'd stick with my base recommendations of discussing tactics, going over what each your characters likes to do in combat, and working out some teamwork options. And picking up that metamagic rod :)


There are really 3 things that need to be done to have effective party tactics. One is that the enemy has to be killed (strikers) one is that the enemy has to be prevented from using his full force (controllers) and one is that the party has to always be acting at maximum or better capacity (support).

Your party has 3 strikers,a wizard controller, and a cleric for support. Now, every character should have a little bit of crossover if they can manage it, but they each need to focus on doing their job. As such, the wizard should not primarily be looking at haste, because that isn't his job, he is trying to control the battlefield.

He might be doing it well, and he might be doing it poorly, but he is trying to do his job. I also suspect that he might be getting frustrated with his strikers just charging into the middle of his opponents rather than delaying just a bit to let him get the tactical situation sorted.

I suggest if you really want haste, and can't cast it yet yourself, by a scroll or two.


Rerednaw wrote:


I respectfully disagree about Stinking Cloud it's not "3 rounds of doing whatever I want." for the sorcerer. It's 3 rounds of:

"Sorcerer has to make her weakest save or lose her action."
"Sorcerer cannot see any enemies to target them with spells."

No, because sorceress leaved the cloud immediately at her turn.

So she had got 3 round of non interrupted casting: I was the only one who could effectively take readied actions against her or force she to make conc check to cast defensively. The cloud disabled me for 3 round, and in those 3 rounds the only debuff she had was a 2 bleeding damage that forced her to make conc checks at a really low DC.
Sha had casted undisturbed for all the rounds I was disabled, because rogue and paladin was engaged from the guards, and the cleric had to run to heal me.

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Oh are you sure about that spell? If your opponent indeed cast Irresistible Dance, then she was a 16th level sorcerer. I'm thinking in which case she should have wiped the floor with you guys if she was serious. :)

Long story short, it was a big effect that come, for as we have understood from a globe she had in hand. I forgot to sunder it in the first round, then I cannot did.

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Still we can theorycraft this indefinitely. I'd stick with my base recommendations of discussing tactics, going over what each your characters likes to do in combat, and working out some teamwork options. And picking up that metamagic rod :)

That for sure, I'll link him really fast :)

Dave Justus wrote:

There are really 3 things that need to be done to have effective party tactics. One is that the enemy has to be killed (strikers) one is that the enemy has to be prevented from using his full force (controllers) and one is that the party has to always be acting at maximum or better capacity (support).

Your party has 3 strikers,a wizard controller, and a cleric for support. Now, every character should have a little bit of crossover if they can manage it, but they each need to focus on doing their job. As such, the wizard should not primarily be looking at haste, because that isn't his job, he is trying to control the battlefield.

He might be doing it well, and he might be doing it poorly, but he is trying to do his job. I also suspect that he might be getting frustrated with his strikers just charging into the middle of his opponents rather than delaying just a bit to let him get the tactical situation sorted.

I suggest if you really want haste, and can't cast it yet yourself, by a scroll or two.

As magus, I'll get it next level. It's not the problem of haste itself. The wiz go 1st 90% of the time, he ad like +8 or +10 to initiative, and I gladly let him go first. I do some battlefield control via Slumber Hex, Evil Eye hex, and frostbite, to lighten the burden of both wiz and cleric. Haste was not the best option this time, I know. But haste IS part of his job: with 3 strikers, at this level he could double the number of attack per round. I use often frostbite, that fatigue target for every hit, and ability to make 1 more attack per round is unvaluable. Rogue has slow reactions talent, that's pure gold for me, as I normally cast in melee. Or do you think that a wizard that do BF control doesn't need to cast haste? Or that if he can he shouldn't cast? It's a great increase in mobility, other than the full attack. The BF control is not only about place area spell to maximize number of enemies targeted, it's even about give the party the chance to act properly. A BF controller that disables party ally just because (his words) "I have only this spell left", doesn't seem to do any kind of control.


I have been dealing with something similar with my fiance. I have been playing a rogue/wizard "arcane trickster" using shocking grasp to sneak attack while my fiance is a draconic bloodline sorceress focusing on spamming burning hands for the most damage in the party, even against a single target (5d4+5). AoE + rogue always sucks because I absolutely have to have flanking to get sneak attack. Best it ever works for me is I get in, grab my 1st round of shocking grasp for 4d6 (3rd character level, 1st level wiz with Magic Knack and 2 lvls rogue). Luckily I only get 1d6 SA and use a CL 1 wand 9/10ths of the time anyways. Since I'm just the skill-monkey, re-positioning to avoid the fire doesn't hurt the party as much as her doing a 1d3 acid splash would.


Blackstorm wrote:
The rogua has a magic item that along with other benefits, allow her to reroll all the 1s she roll when deal SA.

Custom or regular? If regular, what is it as I would be interested.

Blackstorm wrote:
The wiz go 1st 90% of the time, he ad like +8 or +10 to initiative, and I gladly let him go first. I do some battlefield control via Slumber Hex, Evil Eye hex, and frostbite, to lighten the burden of both wiz and cleric.

Tactics 101: Wizard wants to control the battlefield and needs to go first. If you go first, instead of charging, debuff. You have Slumber and Evil Eye. Make your knowledge check, for what save to target. Human spellcaster probably has a good Will save and will likely make the Hex's save. Evil Eye sticks one round when saved. Slumber fails on a save. Frostbyte has no save, and gives fatigue (-2 Str, -2Dex; causing -1 Reflex and -1 ranged BAB). So, hit her with Evil Eye, select Saves since the Wizard will be casting a spell at her.

/cevah


Cevah wrote:


Custom or regular? If regular, what is it as I would be interested.

I'll ask to GM, I think it's a legacy item, but not sure if it's custom. I think not, because he give text in English, and we're Italians.

Quote:


Tactics 101: Wizard wants to control the battlefield and needs to go first. If you go first, instead of charging, debuff. You have Slumber and Evil Eye. Make your knowledge check, for what save to target. Human spellcaster probably has a good Will save and will likely make the Hex's save. Evil Eye sticks one round when saved. Slumber fails on a save. Frostbyte has no save, and gives fatigue (-2 Str, -2Dex; causing -1 Reflex and -1 ranged BAB). So, hit her with Evil Eye, select Saves since the Wizard will be casting a spell at her.

/cevah

Yup, I totally forgot to use my hexes or bestow curse spell. This was my fault.


Blackstorm wrote:
Cevah wrote:

Tactics 101: Wizard wants to control the battlefield and needs to go first. If you go first, instead of charging, debuff. You have Slumber and Evil Eye. Make your knowledge check, for what save to target. Human spellcaster probably has a good Will save and will likely make the Hex's save. Evil Eye sticks one round when saved. Slumber fails on a save. Frostbyte has no save, and gives fatigue (-2 Str, -2Dex; causing -1 Reflex and -1 ranged BAB). So, hit her with Evil Eye, select Saves since the Wizard will be casting a spell at her.

/cevah

Yup, I totally forgot to use my hexes or bestow curse spell. This was my fault.

You have Bestow Curse? If you know the casting stat, hit it with a -6 penalty! Of course, you need to land the spell. The 50% one is also reasonable.

Remember, teamwork makes things easier. The wizards wants AoE, and if friendlies are inside, he cannot do that. Since you can do ranged as well, you should never close before the wizard has had his first round action. If you must close, do so in a way that does not break the AoE for the wizard. You could even ready a charge for after the wizard casts.

Party mates told the wizard to use MM because you were in melee. Teach them to tell you to Hex if before the wizard.

/cevah


Cevah wrote:
Blackstorm wrote:

[

Yup, I totally forgot to use my hexes or bestow curse spell. This was my fault.

You have Bestow Curse? If you know the casting stat, hit it with a -6 penalty! Of course, you need to land the spell. The 50% one is also reasonable.

Sorry, I write wrong. It was blindness /deafness. But I think it's the same thing. Rules for other advice, though :-)


Blackstorm wrote:
Cevah wrote:
Blackstorm wrote:
Yup, I totally forgot to use my hexes or bestow curse spell. This was my fault.

You have Bestow Curse? If you know the casting stat, hit it with a -6 penalty! Of course, you need to land the spell. The 50% one is also reasonable.

Sorry, I write wrong. It was blindness /deafness. But I think it's the same thing. Rules for other advice, though :-)

Landing Blindness/Deafness can cause a spell failure chance, give them 50% miss chance against you, and also give you +2 to hit.

Conditions can be great.

/cevah


Cevah wrote:


Landing Blindness/Deafness can cause a spell failure chance, give them 50% miss chance against you, and also give you +2 to hit.

Conditions can be great.

/cevah

Yup, I know. I have int 20 at the moment, and I don't like too much rely on save or suck spells. Anyway, you're right, I just forgot to cast it.

For the item you asked, GM said me that he don't remember where he get it, but it's an existing item that he had customized. If it could helpful, I remember that, in addition to reroll 1s on SA, 2/day she can add 1d6 to SA, and going up to levels, now she had a profane +1 bonus when flanking. At higher levels, once or twice per day, she get wraithstrike (she resolve melle attack as touch attacks). I suspect it's a 3.5 based item, anyway.

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