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General Tabletop Discussion
*Dungeons & Dragons
A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Buugipopuu" data-source="post: 5746046" data-attributes="member: 41173"><p>Withering effect was worse originally. U_K cut the damage from 1/3rd HD to 1/10th HD on my recommendation. That most of the portfolios give out one of the three means it's a fairly omnipresent problem even at its current strength. Strongheart Vests are essential adventuring gear (which itself is problematic, because they're a soulmeld, so you need hax to get one on most characters) for their ability to stop ability drain without being ignored by immunity penetration. There's also a feat in Libris Mortis that makes you die less to energy drain without technically being immunity, but everyone needing one Soulmeld from one sourcebook and a feat from a different sourcebook just to not die in one turn is a silly state of affairs.</p><p></p><p>Immunity penetration is odd, because it means Pseudonaturals are more immune to magic than anything with actual magic immunity (5xHD SR is unbeatable in practice*, but isn't technically immunity, so isn't ignored half the time by gods of magic).</p><p></p><p>*Well, a Marshal with Legendary Charisma can get something insane, like +300 on spell penetration checks, but even that's not that useful against most Pseudonaturals worth casting spells on.</p><p></p><p></p><p></p><p>Sacrificing more than one extra spell slot per caster is sort-of implied to not be possible (and I don't think any of the example spells do it), so any DC adjustment is an ad-hoc one. I ruled that the unlimited spells per day ability doesn't actually give you infinity spell slots, but means your spell slots aren't expended when you cast from them, which stops some (but not all) of the abuse you can come up with. Although I never allow PCs to use epic magic because I could never find a way of drawing a fair line between just being good at writing spells and blatant rules abuse.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5746046, member: 41173"] Withering effect was worse originally. U_K cut the damage from 1/3rd HD to 1/10th HD on my recommendation. That most of the portfolios give out one of the three means it's a fairly omnipresent problem even at its current strength. Strongheart Vests are essential adventuring gear (which itself is problematic, because they're a soulmeld, so you need hax to get one on most characters) for their ability to stop ability drain without being ignored by immunity penetration. There's also a feat in Libris Mortis that makes you die less to energy drain without technically being immunity, but everyone needing one Soulmeld from one sourcebook and a feat from a different sourcebook just to not die in one turn is a silly state of affairs. Immunity penetration is odd, because it means Pseudonaturals are more immune to magic than anything with actual magic immunity (5xHD SR is unbeatable in practice*, but isn't technically immunity, so isn't ignored half the time by gods of magic). *Well, a Marshal with Legendary Charisma can get something insane, like +300 on spell penetration checks, but even that's not that useful against most Pseudonaturals worth casting spells on. Sacrificing more than one extra spell slot per caster is sort-of implied to not be possible (and I don't think any of the example spells do it), so any DC adjustment is an ad-hoc one. I ruled that the unlimited spells per day ability doesn't actually give you infinity spell slots, but means your spell slots aren't expended when you cast from them, which stops some (but not all) of the abuse you can come up with. Although I never allow PCs to use epic magic because I could never find a way of drawing a fair line between just being good at writing spells and blatant rules abuse. [/QUOTE]
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