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Blindsight plus darkness -- unsalvageably broken?
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<blockquote data-quote="The_lone_gunman" data-source="post: 95967" data-attributes="member: 1143"><p>Ok lets compare (I don't have my players handbook with me at work so please correct where needed).</p><p></p><p></p><p>Blindsight </p><p></p><p>Duration: Hours/LVL</p><p>Range: 30 ft</p><p>LvL: 4th</p><p></p><p>Darkness</p><p></p><p>Duration: 10min/ Lvl</p><p>Range: 20ft radius?</p><p>Lvl: 2nd</p><p></p><p>Weakness to these two spells:</p><p></p><p>1) The darkness makes you a big target to others</p><p>2) You can only see 30 ft. Beyond this you are blind</p><p></p><p>*these others are what I would "nerf" about the spell, although it really isnt a nerf, it would be my interpretation of how the spell works:</p><p></p><p>3) Doesnt allow you to sneak attack</p><p>4) Doesnt allow you to range touch attack.</p><p>5) No AOE spell cast by the cleric that is farther than 30 ft away (you can't see there).</p><p></p><p>Strengths:</p><p></p><p>1) Long duration</p><p>2) Low level spells</p><p></p><p></p><p>Now lets look at the other combo you are comparing it to:</p><p></p><p>Truesight</p><p></p><p>Duration: min/lvl</p><p>Range: Unlimited basically (your sight)? or whatever 60ft maybe?</p><p>LvL: 5th</p><p></p><p>Imp Inv</p><p></p><p>Duration: min/lvl?</p><p>Range: N/A</p><p>Lvl: 3rd</p><p></p><p>Weaknesses of these spells:</p><p></p><p>1) Short duration is the only real weakness I see</p><p></p><p>Strengths:</p><p></p><p>1) True sight allows you to see out to your vision distance (or whatever the range is, it is farther than 30 ft though im sure.</p><p>2) People will not see you coming (no big ball of blackness coming)</p><p>3) it is a lot harder to cast AOE on you (no black ball of darkness again)</p><p>4) You can escape easily (black ball again)</p><p>5) you can see polymorphed things, etc in their true form (all the stuff that UofMdude posted)</p><p></p><p></p><p>To me, the strengths of the higher lvl spells well outway the benefits of the lower lvl combos. I really think that my "nerf" suggestions above (under the weaknesses column of the top listing) would more than take care of any concerns you could have. Although I understand your concerns, I really think nerfing the spell as you suggest is the wrong way to go. However, as I have said before, it is your game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, this is just my advice. </p><p></p><p>TLG</p></blockquote><p></p>
[QUOTE="The_lone_gunman, post: 95967, member: 1143"] Ok lets compare (I don't have my players handbook with me at work so please correct where needed). Blindsight Duration: Hours/LVL Range: 30 ft LvL: 4th Darkness Duration: 10min/ Lvl Range: 20ft radius? Lvl: 2nd Weakness to these two spells: 1) The darkness makes you a big target to others 2) You can only see 30 ft. Beyond this you are blind *these others are what I would "nerf" about the spell, although it really isnt a nerf, it would be my interpretation of how the spell works: 3) Doesnt allow you to sneak attack 4) Doesnt allow you to range touch attack. 5) No AOE spell cast by the cleric that is farther than 30 ft away (you can't see there). Strengths: 1) Long duration 2) Low level spells Now lets look at the other combo you are comparing it to: Truesight Duration: min/lvl Range: Unlimited basically (your sight)? or whatever 60ft maybe? LvL: 5th Imp Inv Duration: min/lvl? Range: N/A Lvl: 3rd Weaknesses of these spells: 1) Short duration is the only real weakness I see Strengths: 1) True sight allows you to see out to your vision distance (or whatever the range is, it is farther than 30 ft though im sure. 2) People will not see you coming (no big ball of blackness coming) 3) it is a lot harder to cast AOE on you (no black ball of darkness again) 4) You can escape easily (black ball again) 5) you can see polymorphed things, etc in their true form (all the stuff that UofMdude posted) To me, the strengths of the higher lvl spells well outway the benefits of the lower lvl combos. I really think that my "nerf" suggestions above (under the weaknesses column of the top listing) would more than take care of any concerns you could have. Although I understand your concerns, I really think nerfing the spell as you suggest is the wrong way to go. However, as I have said before, it is your game :), this is just my advice. TLG [/QUOTE]
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