Majoru Oakheart
Adventurer
And this is one of those "feel" vs "playability" issues.Felon said:I'm fine with encounter-long durations. It's the application of the "saved ends" stuff that's rather lousy. When I throw sleep on a bunch of kobolds, I want them to actually sleep for more than a round or two.
I prefer M&M's approach to powers like these.
Being able to put a creature to sleep is a VERY powerful effect. You are removing all of its attacks from the combat for as long as it stays asleep and it helpless allowing you to Coup de Gras it.
If you allow the spell to work on any creature and to last a set amount of time it becomes even more powerful. You can cast it, have the BBEG fail his save and fall asleep. And since you know he'll be asleep in a minute, you don't have to worry about killing him now. You can deal with his minions first. Then kill him at your leisure. Plus, even if you didn't want to kill him you've removed him from the entire fight.
You can either deal with that in 2 ways: the 3e way or the 4e way.
The 3e way is to restrict it to only low level creatures so you can never just wipe out the powerful leader in one attack. Unfortunately, this creates a problem where the spell is EXTREMELY useful at first level and completely useless after a certain level.
The 4e way is to recognize that the effect, when it works, is save or die. So, you make it so that it has an effect even if it doesn't kill people, so they have a reason to use it. Then you make it so that 45% of the that you hit with it, it actually turns into a save or large amounts of damage spell(CDG is not nearly as deadly in 4e). Plus, it has the second effect of essentially preventing all damage and abilities of the creature as long as he is asleep. That is close to equally powerful. If it lasts longer than a round or two, you've gained a huge advantage. So, make it possibly end after each round.