Nihal
Valar Lord
I make use of Rule Zero. Just sayin'![]()
I really don't need help to blow up my character. D:
Well, Evade mentions "using all one's energies to dodge and parry"—so parrying is already included in that one, at least. I'd be inclined to say that if you were only parrying, rather than both parrying and dodging, it would be the equivalent of dodging, and provide the same bonus. This would probably only matter in situations where you're cornered, and can't "dodge" effectively: considering parrying to be equivalent, you'd be able to do that instead, for the same bonus dodge gives. So, in terms of mechanics, it's the "same" action, just in a different situation.
That's what I assume by default. +4 for two, if you exclude one... Of course I would be extremely happy if it's even +3 (since it's vs a single opponent), but, well...
(This is not entirely rational, but that's the way it works… presumably it's something they threw in to prevent what they viewed as a potential "abuse.")
Somehow I feel like abusing it when my AC raises to 20 or above, because I'm a mage, I use no armor! But then take into account the following facts: My flank and rear are still vulnerable, not everyone is fan of having DEX as a mage, and people don't go into dodge or evade mode too often. I would be, obviously, giving up of my attacks to be dodging. My magical accuracy is low, my rolls, worse. Also, the spell duration is fairly short, it will be short for a good while - if you consider the XP I'm going to need to level up.
I don't know how it's really going to work in game, but for now the risks involved seem to make the high AC reward almost fair.
[Oh: in 3e, they also say "invisible" rather than "transparent." Guess someone else came up with the same question.…]
I hope it's invisible! "Transparent" doesn't really help my party, but something invisible can enrage or freak out my opponents, because, you know, mages should not tank. And they're not even common! The general knowledge about how the usual spells work and their duration must be really weak. >D
Yeah, it would be more effective at higher levels, where it would last longer. Still, six rounds of combat isn't bad. I wouldn't use it as a primary strategy, but if there was a sudden need for someone to step up—most likely because someone already in the wall got wounded or taken down: once a gap forms, it's no longer a "wall"—it's something to keep in mind.
Yup, it's one of the things I had in mind. It's still extremely risky, I would usually need to get away from the group to cast (unless I'm planning to injury them, mwahahaha!), then succeed on casting, because, c'mon, my luck sucks, then join the wall.
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