Difference between revisions of "Talk:Rhino's Rush"

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(swift action maybe?)
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== Swift Action? ==
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See screenshot to the right. I just stumbled upon this spell in the Spell Compendium and maybe it was copied wrong? (Or was errata'd?) Do we want to change our version so Mose will suddenly have a new spell he likes? :) -[[User:Mattie|Mattie]]
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== Some need ==
 
OhgodGilneedsthisYESTERDAY -[[User:Slitherrr|Slitherrr]]
 
OhgodGilneedsthisYESTERDAY -[[User:Slitherrr|Slitherrr]]
 
: Target: Self. -gm
 
: Target: Self. -gm

Revision as of 16:30, 27 June 2011

Swift Action?

xXPJL.png

See screenshot to the right. I just stumbled upon this spell in the Spell Compendium and maybe it was copied wrong? (Or was errata'd?) Do we want to change our version so Mose will suddenly have a new spell he likes? :) -Mattie


Some need

OhgodGilneedsthisYESTERDAY -Slitherrr

Target: Self. -gm
Level 1 spell? Stick it in an item, wipe hands on pants. -Slitherrr

Quality

So in everyday scenarios am I right that this isn't so great? For major smites/single-shot setups/etc it could be good, though? In everyday cases, wouldn't it be:

  • Rd1:
    • Cast Rhino's Rush
    • Move into position for a charge next round
  • Rd2:
    • Hope the angle didn't change or nothing got in the way
    • Charge, if you hit, get double-damage.

It doesn't seem wildly better than without the spell:

  • Rd1:
    • Charge now, hit for single damage
  • Rd2:
    • Get full attack up close
Ayup, it's as you describe. -gm

Of course if you put a lot of oomph behind that one attack, it could be better overall? Any other strategy here I'm missing? Potions? -Mattie

Lances

I assume this is 3x damage charging with lances? -Mattie

And then 4x with Spirited Charge. The alternative would be 4x and 6x respectively, which would be stupid beyond belief. -Slitherrr
Well, maybe not that stupid. Here are numbers: Level 2 Human Fighter/Sorcerer, Feats: Mounted Combat (Level 1), Ride-by-Attack (Human bonus), Spirited Charge (Fighter Bonus), 18 ST for +4, gives 5-12 damage on a successful hit, meaning a 6x would be 30-72 damage on a single charge (after a round of casting) from a level 2 Fighter/Sorc, which compares against 3x(5-12) + 1x(5-12) = 20-48 from a non-cast charge-then-attack. If it's x4, the damage is completely even with or without casting, which means it's better to never cast the spell EXCEPT in the edge case where you've got a ton of targets who don't necessarily know what spell you just cast, meaning you'll get a single comparatively devastating attack. -Slitherrr
I changed thought process mid-stream, so to clarify here, I think the takeaway is that the spell can be maybe marginally useful in some circumstances, but it's a level 1 spell, so that makes sense. Also, 30-72 is a ton of damage from a level 2 character on a single attack, and that would only get worse, so x4 is within the realm of reason, rather than being crazy, but unfortunately a 4x doesn't actually give any numeric benefit to the attack, since you can do the same amount of damage by not casting, then attacking. Here is my proposal:
  • Duration becomes 1 rd/level, but it disperses after the first charge (allowing more time to get the charge opportunity as levels go up)
  • Damage stacks the feat way, i.e., spirited charge lance with this spell is x4, not x6.
-Slitherrr
Just wanted to mention, while the numbers are up there: A crit at the 6x interpretation would be 90-216 damage at level 2. GGUGUGHH -Slitherrr

stuff

Stacking multipliers in 3.5 simply adds to the final multiplyer. So, 3x damage with a lance, 4x with spirited charge. Also: sorcs can't even cast this. Additionally, anything that effects criticals simply does not stack. -gm

Alright, I'll take this one at a time:

Re: Sorc can't cast this

Splashed fighter/cleric, whatever--gets the same thing, also at level 2, but that wasn't the point anyway. The point was that, thanks to the numbers around that, 4x is the only way that makes sense, which is what I said. The problem is that the unfortunate side effect of going the sensible route is that it makes the spell basically worthless, since you get the same damage by making a regular charge, then attacking the next round (or more damage when full attacks are an issue), taking the opportunity cost of a spell/potion to do it, with the added problem that if any of the bad guys know what's coming (having seen it before, or with Spellcraft), they take cover and the spell is wasted, without high-level feats/items to change the situation. Adding the 1 rd/level thing I proposed above may help out, because it'll give the charger some time to chase after any running bitches. Besides, how many 1st-level spells are there that don't scale at all with level, even if it is just range or duration? Also, consider that Rangers and Paladins, being in the best position to take advantage of this spell (thanks to animal companion/special mount), don't get it until level 6, EXACTLY at the time when their extra attacks kick in to hurt the tactical effectiveness of this spell just a little bit more. -Slitherrr

*shrug* not my spell, and it doesn't hurt the universe to have an underpowered spell out there, but FWiW, it might be worth considering from the single classed point of view rather than the Fully Optimized to Take Advantage Of One Spell point of view. I've played a cleric or two, but they don't get to attack very often no matter what their level, but still have great AC, good base attack, and access to a decent weapon or two. For a first level spell, it's no less useless than True Strike (which *does* have a duration and helps with touch attacks) when you reach a point in your casting career that cure light wounds and bless no longer have functional use. I don't think adding some sort of duration - like 1 minute, flat rate - is a terrible idea. -gm
Also, they're fighting like 49 clerics next game, we'll give it a field test. >:] -gm
Haha, nice. One minute is probably a little much, honestly--one round a level means it's still cast within the scope of battle, but gives you at least a couple of rounds to maneuver as the levels go on (probably to a cap). And see, the thing about the optimizer really applies to anything, I honestly shouldn't have even used it as an example, since it was distracting--anybody, even without a lance or spirited charge, will have the same issue, where a regular charge + attack will do exactly the same damage (or more with full attacks) as a rhino charge + attack, without the cost of a spell/potion, BUT if he's not forced to do it the turn directly before the charge, it can be used to, say, prep for a charging last-hit takedown, or keep a guy from running away. -Slitherrr

Re: crits

The SRD is less clear on this, because this has to do with multipliers, so this could bear with some fleshing out. For the record, I only said the 90-216 number up there to enunciate how stupid it would be (hence, "GGUGUGHH"), so please don't think that I was advocating for it. For a critical, all dice are rerolled the number of times indicated for the weapon, then added together to make the final result. "Extra damage dice over and above a weapon’s normal damage is [sic] not multiplied when you score a critical hit", however, the spirited charge/lance multipliers are not extra dice, just straight multipliers, so a strict rules-lawyer interpretation could argue that the 4x damage (for example) thus all qualifies--i.e., the dice are rolled three times, then each set multiplied by 4x, to get a total multiplier of (average) 12x. That, however, is really silly, so what makes more sense is that, on a crit with a spirited charge lance, the dice are rolled three times, the FIRST set is multiplied by four (regular spirited rhino lance charge damage), and the other two are straight added. This is probably what you were saying above, but by spelling it out I hope to make sure of that.-Slitherrr