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<blockquote data-quote="malkav666" data-source="post: 5831413" data-attributes="member: 70565"><p>I don't really have an issue with SOD as they are already. I don't think they need wholesale balancing I do believe that SoD/SoS effects/spells should have a close look taken at them on an individual level to ensure they fit into whatever new saving throw system they seem to be working on.</p><p>But more than anything else I think they need a half to a full page in the dungeon masters guide on good pacing ideas for them, how to use them effectively and deal with the aftermath, and how to deal with players having them.</p><p></p><p>Out of all the replies in this thread I think Szatany's solution is the one I can get most behind. I think the idea of qualifiers for some abilities is elegant and leaves the SoD/S system largely in tact but puts some balancing requirements in that I think most players/DMs could deal with (of course it would be exception based so there is a chance of spells not having good reqs).</p><p></p><p>Finally as so to add something to the thread of my very own. Dealing with curses/hexes specifically; A great deal of those types of effect are very flavorful but should have qualifiers or a chance to backfire. Perhaps when cast in combat they would require the caster to use a part of their own actions to maintain the effect, then it would be a tax on the action economy of the caster to keep it up. </p><p></p><p>They could even add a new duration keyword to the game for effects: Lingering. This effect would persist until certain actions where taken by the caster or the effected. I think this would be a good way to make sure the SoS aren't piled on. For example you could state that one of the caster side end conditions for a Lingering spell is to cast a second spell with the same keyword (lingering). On the effected side it could be exception based dependent on the effect. It would add a little to the spell block and I know a lot of folks don't like bigger spell blocks, but it is what it is.</p><p></p><p></p><p>I would also like to see more freeform cursing/hexing be added to the rituals part of the game but with qualifiers or chance of backfire, and perhaps some really cool material components. I imagine a group of witches preparing a killing curse around a cauldron, dropping various strange components into it, their cackles riding on the night sky sending a sense of dread to all that hear them. I bet that would get a village to hire up some adventurers to go handle it. It might also make the group think twice about stopping to rest for the night after the first few battles if they know that their opponent has powerful ritual magic that could really hurt them or someone near and dear if they don't get it done.... right.... now.</p><p></p><p>sorry for grammar (no coffee yet)</p><p></p><p>love,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 5831413, member: 70565"] I don't really have an issue with SOD as they are already. I don't think they need wholesale balancing I do believe that SoD/SoS effects/spells should have a close look taken at them on an individual level to ensure they fit into whatever new saving throw system they seem to be working on. But more than anything else I think they need a half to a full page in the dungeon masters guide on good pacing ideas for them, how to use them effectively and deal with the aftermath, and how to deal with players having them. Out of all the replies in this thread I think Szatany's solution is the one I can get most behind. I think the idea of qualifiers for some abilities is elegant and leaves the SoD/S system largely in tact but puts some balancing requirements in that I think most players/DMs could deal with (of course it would be exception based so there is a chance of spells not having good reqs). Finally as so to add something to the thread of my very own. Dealing with curses/hexes specifically; A great deal of those types of effect are very flavorful but should have qualifiers or a chance to backfire. Perhaps when cast in combat they would require the caster to use a part of their own actions to maintain the effect, then it would be a tax on the action economy of the caster to keep it up. They could even add a new duration keyword to the game for effects: Lingering. This effect would persist until certain actions where taken by the caster or the effected. I think this would be a good way to make sure the SoS aren't piled on. For example you could state that one of the caster side end conditions for a Lingering spell is to cast a second spell with the same keyword (lingering). On the effected side it could be exception based dependent on the effect. It would add a little to the spell block and I know a lot of folks don't like bigger spell blocks, but it is what it is. I would also like to see more freeform cursing/hexing be added to the rituals part of the game but with qualifiers or chance of backfire, and perhaps some really cool material components. I imagine a group of witches preparing a killing curse around a cauldron, dropping various strange components into it, their cackles riding on the night sky sending a sense of dread to all that hear them. I bet that would get a village to hire up some adventurers to go handle it. It might also make the group think twice about stopping to rest for the night after the first few battles if they know that their opponent has powerful ritual magic that could really hurt them or someone near and dear if they don't get it done.... right.... now. sorry for grammar (no coffee yet) love, malkav [/QUOTE]
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