Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Banishing "Sacred Cows"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 297532" data-attributes="member: 5890"><p>Things that in my mind are big problems with the system as-is</p><p>1) One-hit-kill spells</p><p></p><p>At high levels, these rule the game. Full stop. They're almost single-handedly the reason that spellcasters are the top-of-the line classes to be at high levels. They also have a nasty habit of turning what should be an epic combat into one-action "whoever-gets-to-go-first" fiascos. I'd like to see some form of system where a spell which is saved against still has an effect, while failing the save doesn't necessarily mean it has full effect. Say something like temporary ability damage? So if I charm you, it reduces your wisdom for the purpose of detecting any bluff attempts I make, and when your wisdom is effectively zero, the spell takes full effect. This would go for any spell which has a large difference in effect depending on the saving throw of the target, all the way from hold person (which would target dex or str) to disintegrate (con).</p><p></p><p>2) The huge difference between clerics and other casters</p><p></p><p>Look through the classes. Pay special attention to all the primary casters. What is the difference between them and primary fighters? Casters tend to have low hps, bad BAB, bad fort saves and a restriction on weapons, and all bar the cleric have restricted armour. I don't think that a cleric's spell selection is bad enough to justify this. I'd suggest that a cleric should be a wizard/sorceror with a different spell list (of comparable power), a different spell preparation routine (the daily prayer) and undead turning instead of a familiar. If you want hps, BAB, fort saves and armour and weapon proficiencies, then take some levels of fighter, or buy them with feats. No amount of giving the cleric boosts will convince players that he's cool or interesting, so give up on that tack.</p><p></p><p>3) Problems in the spell list</p><p>Look at contagion. It condemns an individual to a slow, painful death. Now look at animate dead. It makes skeletons move around (specifically note any absence of the spell having an effect upon the souls of the dead individuals etc). Now justify the [evil] tag on animate dead when it is conspicuously absent on contagion.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 297532, member: 5890"] Things that in my mind are big problems with the system as-is 1) One-hit-kill spells At high levels, these rule the game. Full stop. They're almost single-handedly the reason that spellcasters are the top-of-the line classes to be at high levels. They also have a nasty habit of turning what should be an epic combat into one-action "whoever-gets-to-go-first" fiascos. I'd like to see some form of system where a spell which is saved against still has an effect, while failing the save doesn't necessarily mean it has full effect. Say something like temporary ability damage? So if I charm you, it reduces your wisdom for the purpose of detecting any bluff attempts I make, and when your wisdom is effectively zero, the spell takes full effect. This would go for any spell which has a large difference in effect depending on the saving throw of the target, all the way from hold person (which would target dex or str) to disintegrate (con). 2) The huge difference between clerics and other casters Look through the classes. Pay special attention to all the primary casters. What is the difference between them and primary fighters? Casters tend to have low hps, bad BAB, bad fort saves and a restriction on weapons, and all bar the cleric have restricted armour. I don't think that a cleric's spell selection is bad enough to justify this. I'd suggest that a cleric should be a wizard/sorceror with a different spell list (of comparable power), a different spell preparation routine (the daily prayer) and undead turning instead of a familiar. If you want hps, BAB, fort saves and armour and weapon proficiencies, then take some levels of fighter, or buy them with feats. No amount of giving the cleric boosts will convince players that he's cool or interesting, so give up on that tack. 3) Problems in the spell list Look at contagion. It condemns an individual to a slow, painful death. Now look at animate dead. It makes skeletons move around (specifically note any absence of the spell having an effect upon the souls of the dead individuals etc). Now justify the [evil] tag on animate dead when it is conspicuously absent on contagion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Banishing "Sacred Cows"
Top