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<blockquote data-quote="(un)reason" data-source="post: 6084033" data-attributes="member: 27780"><p><strong><u>Dragon Issue 307: May 2003 </u></strong></p><p></p><p></p><p>part 5/9</p><p></p><p></p><p>3.5 Revision update: This time, we're getting out the nerfbat for the spells people have complained most about. Harm now not only requires a touch attack to hit, but also allows a saving throw on top of that and only does 10 points of damage per level. Hold allows a saving throw every single round to escape. And Haste and Polymorph are getting thoroughly weakened, because they're just ridiculously versatile. This is one area where they really caused their own problems in the first place. Removing the aging effect from Haste and System Shock roll from polymorphing turned them from really useful but risky effects to no-brainers. Refocussing the game from large parties where each person plays multiple PC's or has a load of hirelings to 4 person teams which don't have any slack if one member is taken out makes save or suck spells have way more impact, as does changing the save system so you're more likely to fail at high levels instead of less. And whinging about Harm is just silly when finger of death is lower level and more powerful. It just shows how trying to create a tightly balanced system where everything is interlocked is really difficult, and near impossible where flexible powers that can synergise multiplicatively are involved. While 3e fixed a lot of 2e's problems, it also created a fair number of it's own, and this is where they're coming home to roost. And trying to fix the problem by cutting down power and flexibility just sucks the wonder out of things. You know, it would have been way easier to set spell and monster DC's at 10 + ability modifier + 1/3 your level/HD, instead of all this faffing around with individual spells. (and kill scaling with spell level with fire, as all that does is leave your low level spells useless against higher level monsters) So it should be pretty clear that this is one set of changes 3.5 made I'm not keen on at all. They're greasing the squeaky wheels in a way that doesn't actually make the game better once the changes are made. </p><p></p><p></p><p>Silicon Sorcery: Shadowbane is another fantasy CRPG that puts a different spin on the familiar fantasy races, two of which are converted here. Shades are humans who's fathers die while they're still in the womb. They appear half in the grave themselves, with grey skin, solid black eyes and no hair, so they're very much an oppressed minority in human communities. Still, this has it's advantages in that they can freely see and interact with ghosts, so who ya gonna call? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Their half-elves are different as well. The magical energy coursing through them leaves them mentally unstable, and they need special tattoos to maintain a modicum of control that also leave them instantly recognisable. Once again, they suffer pretty badly from discrimination by both sides of their parentage. Both of these are sterile, which means they'll never be anything more than a rarity. Still, they both have strong incentives to become adventurers, and gain some measure of self-worth and acceptance through heroism, so they fit in nicely to D&D. And let's face it, angsty outsiders are a perpetual bestseller in media. There have been many before, there will be many in the future. There'll always be a place in my game for them, especially as long as I fit that mould in reality. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="(un)reason, post: 6084033, member: 27780"] [B][U]Dragon Issue 307: May 2003 [/U][/B] part 5/9 3.5 Revision update: This time, we're getting out the nerfbat for the spells people have complained most about. Harm now not only requires a touch attack to hit, but also allows a saving throw on top of that and only does 10 points of damage per level. Hold allows a saving throw every single round to escape. And Haste and Polymorph are getting thoroughly weakened, because they're just ridiculously versatile. This is one area where they really caused their own problems in the first place. Removing the aging effect from Haste and System Shock roll from polymorphing turned them from really useful but risky effects to no-brainers. Refocussing the game from large parties where each person plays multiple PC's or has a load of hirelings to 4 person teams which don't have any slack if one member is taken out makes save or suck spells have way more impact, as does changing the save system so you're more likely to fail at high levels instead of less. And whinging about Harm is just silly when finger of death is lower level and more powerful. It just shows how trying to create a tightly balanced system where everything is interlocked is really difficult, and near impossible where flexible powers that can synergise multiplicatively are involved. While 3e fixed a lot of 2e's problems, it also created a fair number of it's own, and this is where they're coming home to roost. And trying to fix the problem by cutting down power and flexibility just sucks the wonder out of things. You know, it would have been way easier to set spell and monster DC's at 10 + ability modifier + 1/3 your level/HD, instead of all this faffing around with individual spells. (and kill scaling with spell level with fire, as all that does is leave your low level spells useless against higher level monsters) So it should be pretty clear that this is one set of changes 3.5 made I'm not keen on at all. They're greasing the squeaky wheels in a way that doesn't actually make the game better once the changes are made. Silicon Sorcery: Shadowbane is another fantasy CRPG that puts a different spin on the familiar fantasy races, two of which are converted here. Shades are humans who's fathers die while they're still in the womb. They appear half in the grave themselves, with grey skin, solid black eyes and no hair, so they're very much an oppressed minority in human communities. Still, this has it's advantages in that they can freely see and interact with ghosts, so who ya gonna call? :) Their half-elves are different as well. The magical energy coursing through them leaves them mentally unstable, and they need special tattoos to maintain a modicum of control that also leave them instantly recognisable. Once again, they suffer pretty badly from discrimination by both sides of their parentage. Both of these are sterile, which means they'll never be anything more than a rarity. Still, they both have strong incentives to become adventurers, and gain some measure of self-worth and acceptance through heroism, so they fit in nicely to D&D. And let's face it, angsty outsiders are a perpetual bestseller in media. There have been many before, there will be many in the future. There'll always be a place in my game for them, especially as long as I fit that mould in reality. :p [/QUOTE]
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