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General Tabletop Discussion
*Dungeons & Dragons
A Few Balance Changes I'm Considering
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<blockquote data-quote="Shiroiken" data-source="post: 7599289" data-attributes="member: 6775477"><p>Big problem with this is how many casters in the world might divine this particular topic? This would quite literally neuter divination spells, since they would immediately be considered unreliable (no one could know the percent chance of failure). In addition, smart players will find ways around this by simply working around the topic with different topics. Also, I assume you mean 5 clerics, since Wizards don't naturally have this spell.</p><p></p><p>I've found that augury is more useful for the DM to keep the party on track than ruin plots. Divination is seldom cast more than 1/day due to any chance of failure giving random information. Commune is the same way. Finally, if these divinations are overused, you can have a servant of the deity communicated with show up and tell them to "shut up!"</p><p></p><p>How do you request a Gate spell? Most casters aren't powerful enough to even be able to cast it (maybe 1% of all casters get to 17th level), and those that can have far better things to do! In addition, this only matters if your target is an extra-planar being, and likely they will have the ability to simply return home (maybe after pummeling the PCs for a round).</p><p></p><p>I would rather lower the damage each day, but prevent it from healing. This makes the long term effect slower to accumulate, but eventually lethal. That's how it was in older editions, and that's how I see it working best.</p><p></p><p></p><p>I can understand this. Personally I think the DC of the caster should be taken into consideration, not just the level of the spell. Not sure how I do it then. Your option works fine.</p><p></p><p></p><p>Eh, counterspell makes reactions more important. I've seen a turn with 3 counterspells cast, where an NPC cast, PC countered, NPC countered, then other PC countered. The other casters knew that no more counters would be coming, which opened things up. The removal of it makes casters a bit stronger, since their spells can't be stopped, but not significantly. YMMV.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7599289, member: 6775477"] Big problem with this is how many casters in the world might divine this particular topic? This would quite literally neuter divination spells, since they would immediately be considered unreliable (no one could know the percent chance of failure). In addition, smart players will find ways around this by simply working around the topic with different topics. Also, I assume you mean 5 clerics, since Wizards don't naturally have this spell. I've found that augury is more useful for the DM to keep the party on track than ruin plots. Divination is seldom cast more than 1/day due to any chance of failure giving random information. Commune is the same way. Finally, if these divinations are overused, you can have a servant of the deity communicated with show up and tell them to "shut up!" How do you request a Gate spell? Most casters aren't powerful enough to even be able to cast it (maybe 1% of all casters get to 17th level), and those that can have far better things to do! In addition, this only matters if your target is an extra-planar being, and likely they will have the ability to simply return home (maybe after pummeling the PCs for a round). I would rather lower the damage each day, but prevent it from healing. This makes the long term effect slower to accumulate, but eventually lethal. That's how it was in older editions, and that's how I see it working best. I can understand this. Personally I think the DC of the caster should be taken into consideration, not just the level of the spell. Not sure how I do it then. Your option works fine. Eh, counterspell makes reactions more important. I've seen a turn with 3 counterspells cast, where an NPC cast, PC countered, NPC countered, then other PC countered. The other casters knew that no more counters would be coming, which opened things up. The removal of it makes casters a bit stronger, since their spells can't be stopped, but not significantly. YMMV. [/QUOTE]
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