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D&D Older Editions
[3.5] Hold Person Super-Nerf
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<blockquote data-quote="Al" data-source="post: 1136262" data-attributes="member: 2486"><p>The new Hold Person is probably more dangerous than the old Hold Person even if it is weaker, but the one that slipped through the net is Color Spray.</p><p></p><p>Hold Person was nerfed, Sleep was nerfed (reduced HD affected, increased casting time), but Color Spray was left as is...</p><p></p><p>...when in fact it is patently more powerful. At low-levels, it is more powerful than Sleep...affecting an average of 3.5 creatures of 2HD, it affects 7HD- significanty more than Sleep. It lasts longer (2d4 rounds) for the unconsciousness, which is better than Sleep. It cannot be broken, unlike Sleep. It is significantly better at high levels compared to Sleep (i.e. it has still *some* use).</p><p></p><p>Compared to the new Hold Person, it's a close-ish call. Stunning a group of enemies for one round is still very useful, and the multiple targets are a nice boost.</p><p></p><p>Another unchanged spell is Ghoul Touch. Ghoul Touch was always a bit of a weaker cousin to Hold Person, given that it was a touch attack and (at high levels) had a shorter duration. It was still very useful, and now is a must for a low-level wizard. Send in a familiar with a decent touch attack, such as a raven or owl, and you have a paralysed opponent who is likely to be more vulnerable to cdg (lower Fort saves) and sickens his allies as a nifty boost.</p><p></p><p>Compared with Color Spray and Ghoul Touch, the old Hold Person was not broken. The new Hold Person is still of 2nd level calibre, but, ironically, is now far more dangerous. A nice DM could reconcile not cdg-ing a 3e held person with sound tactics- with 5 rounds left, there is plenty of opportunity to deal with him after the battle is over. With the new Hold Person, almost any tactically optimised foe with cdg as soon as possible.</p></blockquote><p></p>
[QUOTE="Al, post: 1136262, member: 2486"] The new Hold Person is probably more dangerous than the old Hold Person even if it is weaker, but the one that slipped through the net is Color Spray. Hold Person was nerfed, Sleep was nerfed (reduced HD affected, increased casting time), but Color Spray was left as is... ...when in fact it is patently more powerful. At low-levels, it is more powerful than Sleep...affecting an average of 3.5 creatures of 2HD, it affects 7HD- significanty more than Sleep. It lasts longer (2d4 rounds) for the unconsciousness, which is better than Sleep. It cannot be broken, unlike Sleep. It is significantly better at high levels compared to Sleep (i.e. it has still *some* use). Compared to the new Hold Person, it's a close-ish call. Stunning a group of enemies for one round is still very useful, and the multiple targets are a nice boost. Another unchanged spell is Ghoul Touch. Ghoul Touch was always a bit of a weaker cousin to Hold Person, given that it was a touch attack and (at high levels) had a shorter duration. It was still very useful, and now is a must for a low-level wizard. Send in a familiar with a decent touch attack, such as a raven or owl, and you have a paralysed opponent who is likely to be more vulnerable to cdg (lower Fort saves) and sickens his allies as a nifty boost. Compared with Color Spray and Ghoul Touch, the old Hold Person was not broken. The new Hold Person is still of 2nd level calibre, but, ironically, is now far more dangerous. A nice DM could reconcile not cdg-ing a 3e held person with sound tactics- with 5 rounds left, there is plenty of opportunity to deal with him after the battle is over. With the new Hold Person, almost any tactically optimised foe with cdg as soon as possible. [/QUOTE]
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[3.5] Hold Person Super-Nerf
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