Quote:
Originally Posted by ruemere This is an extended version of my issues with d20 spell system. Posted here as per suggestion by Wulf Rathbane. |
Thanks for posting. It's useful, and well thought out enough that I'm happy to revisit the issue with you.
Quote:
|
3.1 Failure #1: spell DC does not scale well beyond spell level (this is an obvious problem for epic campaigns) since spell levels run out around 9.
|
The "core" progression for DCs is 10 + 1/2 HD + ability modifier.
As it turns out, spell progression actually advances one level faster. A 3HD caster can cast a 2nd level spell at DC 12+ability modifier; the same caster with a special ability would round his HD down, getting only DC11+ability modifier.
This hold true only up through 18th level or HD.
Quote:
|
3.2 Failure #2: spell DC scales differently than saves (at different rate).
|
It
scales at exactly the same rate as "Good" saves. The slope of the line is the same-- Good saves advance at 1/2 HD.
Back out the d20 roll (10.5) and the ability modifier to compare baselines. (We'll even back out opposed feats, like Spell Focus vs. Iron Will, etc.)
At 1st level/HD, the Good save baseline starts at +2.
At 1st level/HD, the spell DC starts at +1.
This puts these two opposed factors smack in the middle of the d20.
So far so good.
Quote:
|
3.2.1 The proper rate of scaling for saves assumes a lot about defender's build and wealth.
|
Agreed-- but that is a problem best addressed in PC Wealth, Big Six, etc.
There is no easy analog on the caster side for increasing spell DCs that compares with Resistance items.
Quote:
|
3.2.2 The proper rate of scaling for saves assumes a lot about availability of effects which affect saves.
|
Can you please clarify this point?
Quote:
|
3.2.3 Spell DC is based on caster's forte while defender's save is usually defender's Achilles' heel.
|
If the caster is on his game! I consider this a feature, not a bug.
The "Poor" save lags the "Good" save by 2 points at 1st level and drops behind by another +1 every 3 levels.
However, the "every 3 levels" rate is the same rate at which Resistance bonuses advance. Assuming the DM allows the PCs to advance their Resistance item at a consistent rate, you'll end up with the following table:
Level = attacker or defender level/HD
DC = baseline DC of spell or special ability
Good & Poor = saves with no resistance item
G (res) & P (res) = same saves, with Resistance item +1 per 3 levels (+5 max)
Code:
Level DC Good Poor G (res) P (res)
1 11 13 11 13 11
2 11 14 11 14 11
3 12 14 12 15 13
4 12 15 12 16 13
5 13 15 12 16 13
6 13 16 13 18 15
7 14 16 13 18 15
8 14 17 13 19 15
9 15 17 14 20 17
10 15 18 14 21 17
11 16 18 14 21 17
12 16 19 15 23 19
13 17 19 15 23 19
14 17 20 15 24 19
15 18 20 16 25 21
16 18 21 16 26 21
17 19 21 16 26 21
18 19 22 17 27 22
19 19 22 17 27 22
20 19 23 17 28 22
Quote:
|
3.3 Failure #3: there are spells which circumvent the default core test of save roll vs DC or default core test of skill vs DC.
|
Agreed, it's a problem.
Quote:
|
3.3.2 Replacing with a nonstandard test. Examples: Touch spells often do not allow saves, some spells substitute the default test with caster level check (example: Dispel Magic).
|
I'm not particularly concerned with spells that require some kind of roll, even if it's an "easy" roll like a touch attack. We've added more ways to defend actions such attacks (combat reactions and Action Points).
Quote:
3.3.3 Introducing non-relative, absolute effect. Example: Forcecage (as of Pathfinder BETA, Forcecage allows save), Antimagic Field, Wall of Force.
3.3.3.1 Absolute effects bring d20 spell system problems to a whole new level - that of underequipped classes becoming irrelevant. Or of characters who fail to bring appropriate tools for the adventure and thus become stage filler.
3.4 Failure #4: Binary/Lockdown spells are instants with no maintenance cost (read on below for explanation).
3.4.1 Binary spells (also known as Save'Or'Die or Save'Or'Suck) either work (and remove target instantly) or fail. Example: Finger of Death.
3.4.2 Lockdown spells instantly negate character to the point of that character losing ability to affect play. Example: Insanity, Feeblemind.
|
Because of the many changes we've made to the core system in other places (again, action points being a very key component here), I limit my concern to "absolutes with no opposed d20 check of some kind."
.... AND:
"Lockdown spells that are just a no-fun drag for everybody."
(Put
solid fog or
black tentacles in this category.)
Quote:
3.4.3 Instant spell with no maintenance cost should be contrasted with slow depletion of resources caused by other methods of combat. Basically, a spellcaster gambles (trying to use a spell with odds favoring spellcaster's side) while ranged/melee combat character laboriously continues war of attrition.
3.4.4 To bring two sides to the same level, either the spellcaster would have to settle for delayed onset of effects (with partial effects taking place at earlier stages of casting) or the ranged/melee character would have to be able to produce an attack, with usage limited daily, able to penetrate opponent defenses with a simple save or lose effect.
|
Hmm... As I mentioned to you when we were discussing this back and forth in private messages, what I don't want Trailblazer to do is to start modifying individual spells on a case by case basis.
So it's absolutely necessary to identify broad categories of problems and then find systemic solutions.
So-- and mind you, I'm speaking off the top of my head here-- I could live with a change like this:
Quote:
|
Originally Posted by SRD Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell’s point of origin and measure its effect from that point.
/snip burst and emanation/
A spread spell spreads out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions, expanding by 5' per round until it reaches its maximum spread. Figure the area the spell effect fills by taking into account any turns the spell effect takes. |
Making systemic changes like that allows you to build a "trap" for common problems, without having to rewrite spells on a case by case basis-- which in any case could never possibly cover all of the third party spells out there.
Does this spur any further thoughts?