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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="airwalkrr" data-source="post: 6026642" data-attributes="member: 12460"><p>I believe the best remedy to this situation is to allow spells to be useful at all levels, but have spells limit their usefulness at higher levels. Let us use the sleep spell from 3.5 as a bad example and color spray as a good example.</p><p></p><p>Color spray will incapacitate low HD creatures, but become less debilitating the more HD the target has. At the upper end of HD, the target is at minimum stunned on a failed save. Not debilitating, but still useful. Meanwhile sleep is essentially save or lose if you have less than 5 HD. And virtually useless once 5 HD or more creatures become your only opponents. The solution? Sleep has three tiers of effects. 1-2 HD creatures fall asleep on a failed save and become exhausted on a successful save. 3-4 HD creatures are exhausted on a failed save and fatigued on a failed save. 5+ HD creatures are fatigued on a failed save and unaffected on a successful save. Or to keep things simpler, a save negates the effect.</p><p></p><p>I haven't read the latest packet yet (too busy with school), but let me propose the following idea. Charm person allows a saving throw at 25 hp or less but even a successful save makes the target more inclined to listen to your character, perhaps granting advantage on all social rolls. At 26+ hp a failed save grants advantage on all social rolls, but a successful save negates the effect. So charm person remains useful, but is less useful as opponents get tougher in the same way a magic missile spell does less damage proportionally as time goes on.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6026642, member: 12460"] I believe the best remedy to this situation is to allow spells to be useful at all levels, but have spells limit their usefulness at higher levels. Let us use the sleep spell from 3.5 as a bad example and color spray as a good example. Color spray will incapacitate low HD creatures, but become less debilitating the more HD the target has. At the upper end of HD, the target is at minimum stunned on a failed save. Not debilitating, but still useful. Meanwhile sleep is essentially save or lose if you have less than 5 HD. And virtually useless once 5 HD or more creatures become your only opponents. The solution? Sleep has three tiers of effects. 1-2 HD creatures fall asleep on a failed save and become exhausted on a successful save. 3-4 HD creatures are exhausted on a failed save and fatigued on a failed save. 5+ HD creatures are fatigued on a failed save and unaffected on a successful save. Or to keep things simpler, a save negates the effect. I haven't read the latest packet yet (too busy with school), but let me propose the following idea. Charm person allows a saving throw at 25 hp or less but even a successful save makes the target more inclined to listen to your character, perhaps granting advantage on all social rolls. At 26+ hp a failed save grants advantage on all social rolls, but a successful save negates the effect. So charm person remains useful, but is less useful as opponents get tougher in the same way a magic missile spell does less damage proportionally as time goes on. [/QUOTE]
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Why the HP Threshold on Spells is a Bad Idea
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