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D&D Older Editions
[3.5] Hold Person Super-Nerf
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<blockquote data-quote="green slime" data-source="post: 1137952" data-attributes="member: 1325"><p>I really don't see what the problem was with the 3.0 <em>Hold Person</em>. The only reason for the change was because Andy Collins felt that the game was no fun for players whose character was <em>held</em> for the entire combat. Given that most combats in many people's game last fewer than 7 rounds, I really don't see the problem.</p><p></p><p>It is also why you have <em>Remove Paralysis</em> and <em>Dispel Magic</em>. The 3.0 version promotes more inspiring heroics amongst the players as they get desperate to try and save the unfortunate character, even when no enemies are nearby. Whereas now it is just hohum, roll better next time, dude. </p><p></p><p>Another valid point is that NPCs tended to ignore those <em>held</em>, hoping to take care of them at a later point in time, and chosing to deal with those threats which are still active, and may try to rescue the <em>held</em> victim(readying a counterspell <em>Dispel Magic</em> is particularly devious). Given the short expected duration, it becomes imperative to CDG immediately. So now instead of casting on his action, the Caster delays until just before the evil fighter's turn, <em>hold person</em>, then CDG follows immediately. You do allow the bad guys to co-ordinate actions?</p><p></p><p>The point being, it wasn't previously necessary to coordinate to such a degree to get good use out of the spell. This changes forces the issue. So it appears less dangerous to players, but in fact is more so.</p></blockquote><p></p>
[QUOTE="green slime, post: 1137952, member: 1325"] I really don't see what the problem was with the 3.0 [i]Hold Person[/i]. The only reason for the change was because Andy Collins felt that the game was no fun for players whose character was [i]held[/i] for the entire combat. Given that most combats in many people's game last fewer than 7 rounds, I really don't see the problem. It is also why you have [i]Remove Paralysis[/i] and [i]Dispel Magic[/i]. The 3.0 version promotes more inspiring heroics amongst the players as they get desperate to try and save the unfortunate character, even when no enemies are nearby. Whereas now it is just hohum, roll better next time, dude. Another valid point is that NPCs tended to ignore those [i]held[/i], hoping to take care of them at a later point in time, and chosing to deal with those threats which are still active, and may try to rescue the [i]held[/i] victim(readying a counterspell [i]Dispel Magic[/i] is particularly devious). Given the short expected duration, it becomes imperative to CDG immediately. So now instead of casting on his action, the Caster delays until just before the evil fighter's turn, [i]hold person[/i], then CDG follows immediately. You do allow the bad guys to co-ordinate actions? The point being, it wasn't previously necessary to coordinate to such a degree to get good use out of the spell. This changes forces the issue. So it appears less dangerous to players, but in fact is more so. [/QUOTE]
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[3.5] Hold Person Super-Nerf
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