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General Tabletop Discussion
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Why the HP Threshold on Spells is a Bad Idea
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<blockquote data-quote="Sadras" data-source="post: 6023572" data-attributes="member: 6688277"><p><span style="font-family: 'Calibri'"><span style="color: #000000"><span style="color: white"><span style="font-size: 12px">I have changed my mind re using hit points as a measuring mechanic. My suggestion is it affects 1d4+Ability Modifier Level/HD worth of creatures within a specified area.</span></span></span></span><span style="color: #000000"></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">This spell should never be based on Hit Points as it is a terrible idea* but rather it competes against skill, experience and size of the opponent as it always has. Which means as the adventurers rise in levels they are better equipped to shake off these supernatural drowsy effects through willpower and sheer determination. That’s not saying a commoner cannot also have a strong enough willpower, hence the required use of a saving throw. </span></span></span></span></p><p> <span style="color: #000000"></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">Now the trick is to make the spell useful at higher levels. Firstly the spell needs to have an effect for those that make their saving throws and/or those above the Level/HD range, so perhaps they lose a move action (shaking their heads to negate the drowsiness, or compulsively yawning therefore being unable to cast verbal spells or speak their following round).</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">If the sleep spell is learned at higher level slots (modular rules), the effects for successful saves could become worse due to the increased potency of the spell (higher level spell slot). Presented here just as an option. Perhaps the increased potency only affects a greater Level/HD worth of creatures (1d4 per Level) or the Range or the Sleep Area grows – whatever. It all depends if we are going the route of the Quadratic Wizard or using spell at higher slots.</span></span></span></span></p><p> <span style="color: #000000"></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">*Besides all the negatives of using a hit point measuring mechanic mentioned by previous posters, it also allows for: Casters are going to wait for the opponent to be really low on hit points and then exploit it to make them fall asleep and interrogate or torture them afterwards. As a DM I don’t want that option being on the table every time.</span></span></span></span></p><p> <span style="color: #000000"></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">Other effects on the sleep spell to curtail it that I have seen on the net.</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">- It works on Friends and Foe alike.</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">- Paralyzes opponents with weapons in hand, awoken if touched or the spell gets interrupted if anyone wakes up.</span></span></span></span></p><p><span style="color: #000000"><span style="font-family: 'Calibri'"><span style="color: white"><span style="font-size: 12px">- Perhaps getting too close to a ‘frozen’ person, the magical sleep seeps onto them (saving throw required, every round as long as they are near a 'frozen' person).</span></span></span></span></p><p> <span style="color: #000000"></span></p><p> <span style="color: #000000"></span></p><p><span style="color: #000000"></span></p></blockquote><p></p>
[QUOTE="Sadras, post: 6023572, member: 6688277"] [FONT=Calibri][COLOR=#000000][COLOR=white][SIZE=3]I have changed my mind re using hit points as a measuring mechanic. My suggestion is it affects 1d4+Ability Modifier Level/HD worth of creatures within a specified area.[/SIZE][/COLOR][/COLOR][/FONT][COLOR=#000000] [FONT=Calibri][COLOR=white][SIZE=3]This spell should never be based on Hit Points as it is a terrible idea* but rather it competes against skill, experience and size of the opponent as it always has. Which means as the adventurers rise in levels they are better equipped to shake off these supernatural drowsy effects through willpower and sheer determination. That’s not saying a commoner cannot also have a strong enough willpower, hence the required use of a saving throw. [/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]Now the trick is to make the spell useful at higher levels. Firstly the spell needs to have an effect for those that make their saving throws and/or those above the Level/HD range, so perhaps they lose a move action (shaking their heads to negate the drowsiness, or compulsively yawning therefore being unable to cast verbal spells or speak their following round).[/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]If the sleep spell is learned at higher level slots (modular rules), the effects for successful saves could become worse due to the increased potency of the spell (higher level spell slot). Presented here just as an option. Perhaps the increased potency only affects a greater Level/HD worth of creatures (1d4 per Level) or the Range or the Sleep Area grows – whatever. It all depends if we are going the route of the Quadratic Wizard or using spell at higher slots.[/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]*Besides all the negatives of using a hit point measuring mechanic mentioned by previous posters, it also allows for: Casters are going to wait for the opponent to be really low on hit points and then exploit it to make them fall asleep and interrogate or torture them afterwards. As a DM I don’t want that option being on the table every time.[/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]Other effects on the sleep spell to curtail it that I have seen on the net.[/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]- It works on Friends and Foe alike.[/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]- Paralyzes opponents with weapons in hand, awoken if touched or the spell gets interrupted if anyone wakes up.[/SIZE][/COLOR][/FONT] [FONT=Calibri][COLOR=white][SIZE=3]- Perhaps getting too close to a ‘frozen’ person, the magical sleep seeps onto them (saving throw required, every round as long as they are near a 'frozen' person).[/SIZE][/COLOR][/FONT] [/COLOR] [/QUOTE]
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