Thanks! Yeah, you definitely need to shift your habits when you get to higher levels. That Mystic Theurge may have been able to muddle his way through his spell lists at lower levels, but once you get to 4th, there's just too many options to not be prepared.
And although this kind of assumed in my post, it's something you need to talk with your group about and worth with them to come up with a plan of attack. When we ran our high level playtest in July, people really did show up 30 to 60 minutes early to review their character sheets, look up spells, etc. We reached a consensus, as a group, that we would work to speed things up ... including using "fast combat" and retaining the right to skip people if they take to long.
I think it's also important for high level spell casters to have "go to" spells, a small subset of spells they know they're going to use in combat that they're completely familiar with (e.g. maximized fireball or quickened magic missile or whatever). This way that have something to fall back on when the GM says "next!". Too often with high level play, I think players (particularly spell casters) spend too much time looking for the perfect spell or magic item for a particular action. Rather than perfect, they should be looking for merely "good".
Thu, 08/14/2008 - 8:48am
Thanks! Yeah, you definitely need to shift your habits when you get to higher levels. That Mystic Theurge may have been able to muddle his way through his spell lists at lower levels, but once you get to 4th, there's just too many options to not be prepared.
And although this kind of assumed in my post, it's something you need to talk with your group about and worth with them to come up with a plan of attack. When we ran our high level playtest in July, people really did show up 30 to 60 minutes early to review their character sheets, look up spells, etc. We reached a consensus, as a group, that we would work to speed things up ... including using "fast combat" and retaining the right to skip people if they take to long.
I think it's also important for high level spell casters to have "go to" spells, a small subset of spells they know they're going to use in combat that they're completely familiar with (e.g. maximized fireball or quickened magic missile or whatever). This way that have something to fall back on when the GM says "next!". Too often with high level play, I think players (particularly spell casters) spend too much time looking for the perfect spell or magic item for a particular action. Rather than perfect, they should be looking for merely "good".
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