Pax said:Feh, that's beyond weak.
Well, there's my first confirmed houserule for 3.5: I'll be using the 3.0 Spell Focus / Greater Spell Focus rules.
Greater Spell Focus was desperately needed for many wizards, because it was SO easy for the foes to make the saving throws your character might commonly throw around that it was a joke.
cable said:
If the wizard can't even affect the monster with his highest level spell what chances are there that he will be able to affect the monster with his lowest level spell? Nada zip. In effect the wizard is useless. Spell focus was there to enable the wizard to make use of his lower level spells. What fun is there if the wizard can only cast 1 or 2 spells in support then basically do nothing for the rest of the combat?
Ysgarran said:Well, by this reasoning either dodge should give a plus 2 to armor class
Li Shenron said:
Well, now if Spellcasting Prodigy becomes core (and i suppose without regional requirement as there might be in FR) and SF & GSF are tone down, this is REALLY going to make me angry. What would be the point in taking SF for +1 in ONE school if you can have the same if ALL spells, AND the other bonus? That you can later take GSF for another +1 at the expense of another feat? That you don't have to take it at 1st level?![]()
Why not do the same with Weapon Specialization? +2 damage over a dice roll which at most is d12 means at least about +30% to the average damage, and almost +20% (ok, approx!) to the max damage. I don't think WS gets halved and GWS now means +2.
The more 3.5e gets closed and the more my mood changes to nervous... I was very excited at the idea of a revision, but some of the latest news don't appeal me when they tone down a thing and then bump up another to restore a kind of "balance" that might have been there in the first place. Bump up the Ranger with unneeded things like Endurance and Evasion (and 3!! free feats to combat path) to then drop HD to d8? Halve Spell Focus "because it's too popular" to then make SProdigy core - possibly the most popular feat in FR ever? So... since ALL of my Wizards and Sorcerers started at 1st level took Toughness, does it make it powerful enough to be toned down in the revision?
If I sound harsh, it's because I am. I apologize.
mmu1 said:Oh, BS... (Or a complete exaggeration, anyway) In that particular example brought up above, a decent wizard would have something like a 25% chance of taking out the demon with a 5th level spell (with 3.5E Spell Focus), and demons have pretty much the best saves and SRs in the game. That means with a 4th level spell, which he has several of, he'd still have a viable chance...
Then there are the spells that don't give a save, do partial damage, affect mobility... And since when is it beneath a wizard to contribute to an encounter by using protective spells? What, that's good enough for a cleric, but a wizard has to be able to blast anything and everything with a damage or save-or-die spell?
General Feats
Acrobatic
Agile
Alertness
Animal Affinity
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Athletic
Augment Summoning
Blind-Fight
Combat Casting
Combat Expertise
Improved Disarm
Improved Feint
Improved Trip
Whirlwind Attack
Combat Reflexes
Deceitful
Deft Hands
Diligent
Dodge
Mobility
Spring Attack
Endurance
Diehard
Eschew Materials
Exotic Weapon Proficiency
Extra Turning
Great Fortitude
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Deflect Arrows
Snatch Arrows
Stunning Fist
Investigator
Iron Will
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Lightning Reflexes
Magical Affinity
Martial Weapon Proficiency
Mounted Combat
Mounted Archery
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Spirited Charge
Trample
Natural Spell
Negotiator
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Persuasive
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Improved Bull Rush
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Quick Draw
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Run
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Shield Proficiency
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Simple Weapon Proficiency
Skill Focus
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Spell Mastery
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Greater Spell Penetration
Stealthy
Toughness
Track
Two-Weapon Fighting
Two-Weapon Defense
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting
Weapon Finesse
Weapon Focus
Weapon Specialization
Greater Weapon Focus
Greater Weapon Specialization
Item Creation Feats
Brew Potion
Craft Magic Arms and Armor
Craft Rod
Craft Staff
Craft Wand
Craft Wondrous Item
Forge Ring
Scribe Scroll
Metamagic Feats
Empower Spell
Enlarge Spell
Extend Spell
Heighten Spell
Maximize Spell
Quicken Spell
Silent Spell
Still Spell
Widen Spell
mmu1 said:Oh, BS... (Or a complete exaggeration, anyway) In that particular example brought up above, a decent wizard would have something like a 25% chance of taking out the demon with a 5th level spell (with 3.5E Spell Focus), and demons have pretty much the best saves and SRs in the game. That means with a 4th level spell, which he has several of, he'd still have a viable chance...
Then there are the spells that don't give a save, do partial damage, affect mobility... And since when is it beneath a wizard to contribute to an encounter by using protective spells? What, that's good enough for a cleric, but a wizard has to be able to blast anything and everything with a damage or save-or-die spell?
Pax said:
See, there you are, assuming a single spell will END the combat.
God forbid the 5th level spell the Wizard has is Cone of Cold (a bucketfull of damage, but, hardly "save or die"). Or Greater Shadow Conjuration.
Not EVERY Wizard spell is a save-or-die situation. Don;t judge ALL ave DCs solely by the "worst case" examples.
When one plays, say, an Evoker, stays true to theme, and is Evoking elemental (etc) damage a lot ... one gets rather quickly depressed at how infrequently you DEAL the advertised damage amounts to enemies worth having CHUCKED those spells at in the first place.
mmu1 said:Why don't we see what happens to that Osyluth after the wizard takes Spell Penetration and Greater Spell Penetration and hits the devil with a couple of Enervations? Or, under current rules, traps it in a no-save, no-SR hemisphere made with a Wall of Force?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.