FrankTrollman at [unixtime wrote:1095125115[/unixtime]]
THM wrote:Buff spells can't be overpowered if "Save or Die spells" mean that dispelling those buffs is a useless action.
I don't see how that follows at all. If you can buff yourself up while in "quasi combat" and get some moderate bonuses, that's overpowered because it's something for nothing. It's not a real cost in time, because you couldn't be targetting your enemies anyway.
But when you go and dispel it, you're
in combat. Not quasi combat,
real combat. So it has a real cost. Even if it takes a quick action that's still a real cost in time.
-Username17
Frank, look at it as a simple economic model. You have three types of resources to spend - combat actions, spells, and hit points. Let's keep it simple. Normally, all three limit your ability to act in combat. You have so many actions you can take in a round, you only have so many spells, and if you run out of hit points you're done.
The way combat works right now, Combat Actions are more valuable than spells because combats last 10 rounds or less, IMX about 4 rounds, and you have
looooooots of spells. Even a 3rd level cleric won't run out of spells in most combats, even without getting into scrolls or wands.
That means that spells are cheap once combat starts. Combat rounds OTOH are very expensive. HP are somewhere in the middle depending on what's going on.
Casting buffs before combat starts spends some resources - spells. A lot of them. But those spells are essentially free. You pay little or no cost if they are gone before combat starts b/c you have plenty of them. That's why pre-cast buffs are so valuable. It lets you trade something w/ little value (spells) for something w/ huge value (combat rounds).
And of course the buffs only matter b/c they either conserve your HP, or make the opponent spend their HP. So you also get to trade spells for HP at little cost.
Dispel Magic is
supposed to make that tradeoff more even. If the other side has a lot of pre-cast buffs, Dispel Magic can alter things a lot. By spending one combat round, you can get rid of a lot of resources - spells. At the same time, you now make the opponent have to either spend a valuable resourse (combat rounds) just to get back to the starting point, or just give up on that advantage. You also end up even on the spell for HP trade, instead of gaining.
To sum up, a Dispel Magic that works would mean that you essentially trade all those buffs for one combat round. Maybe a worthwhile trade, maybe not - depending on how valuable spells are.
Dispel Magic currently doesn't do that. It makes you trade a combat round for doing basically nothing. You can either have a good chance of getting one buff off of everybody, or have a good chance of getting half the buffs off of one person. Consequently, that's a big part of why pre-combat buffs are so uber. You either make somebody suck it up and take massive damage and be unable to hit you at all, or make them blow a combat round to do basically nothing.
Looking at an average 11th level bufftastic cleric, say one that plans on 2 combats that day. That PC has one 2 RM, 2 DP, a few DM's, the all-day buffs, a few defense buffs. In a buff ambush, most of those spells are cast. If Dispel Magic got rid of all of those, plus wasted the Karma caster level bonus, Dispel Magic is an OK tactic. For the use of one combat round, you've blown a lot of the other sides resources.
Longwinded. Sorry. But I'm starting to think the problem w/ pre-cast buffs is a problem w/ Dispel Magic, not with pre-purchasing combat spells.