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Brainstorming on spell fixes
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<blockquote data-quote="Empirate" data-source="post: 5472537" data-attributes="member: 78958"><p>I'm slowly getting annoyed that people go criticizing my fix proposals but don't come up with some of their own, for spells I didn't discuss. Too many threads are just "one guy gives some input, most other guys just try to tear him down". Feels unconstructive.</p><p></p><p></p><p><strong>akbearfoot</strong>: most of the fixes on my little list (which I really just whipped up on the fly) go towards stopping a single spell from obviating whole mechanics of the game (entire skills, feat trees, class abilities, spell schools etc.):</p><p></p><p>Divine Power makes your Cleric a Fighter who can also cast by taking the only thing primary warrior guys have and Clerics lack (BAB), and give it to the Cleric. Also, this is the only effect in the game except Tenser's (during which you can't cast) to affect BAB. Hate this.</p><p>Don't know the PF fix to Polymorph, have to look it up.</p><p>Shapechange is not fixed by HD caps. Almost nothing is. Look at angels, devils, demons, see what they can do with lowly HD? Shapechange needs a more restricting clause about what abilities it grants, otherwise every single monster ever published makes the Sor/Wiz more powerful.</p><p>Entangle's area is too big in my book, that's all. It's just too close to Solid Fog in power level for a 1st level spell. And yes, I have seen it totally ruin encounters. Where do you get the idea that Faerie Fire is OP?</p><p>Resist Energy at higher levels makes energy attacks almost pointless. Many monsters rely on these. It also makes Protection from Energy or even Energy Immunity mostly pointless.</p><p>Protection from Evil grants blanket immunity to a whole range of attack forms, for a 1st level spell. That's too much, on top of the not-so-bad (for 1st level) AC and save bonuses it grants. As a 3rd level spell, it's still a nice-if-situational defense.</p><p>Freedom of Movement: blanket immunity to many, many attack forms, again. This is too much for 4th level. Likewise, Heart of Water.</p><p>Comprehend Languages/Knock: make certain skills pointless. Skills are underpowered enough already.</p><p>Enlarge Person: I feel reach weapons plus Enlarge Person just takes up too much space on the battlefield. Also, their reach advantage is the only thing that makes many monsters a credible threat at all. I'd maybe not nerf this actually, but still. Also, this actually becomes <em>more </em>useful at mid levels in my experience.</p><p>Mind Blank: blanket immunity. You know how much I hate those? As an 8th level spell, all right, but for 24 hours straight, so you can just cast it right before going to sleep each day? Nope, please, just a little more effort, spellcasters, you shouldn't get <em>everything </em>gift-wrapped!</p></blockquote><p></p>
[QUOTE="Empirate, post: 5472537, member: 78958"] I'm slowly getting annoyed that people go criticizing my fix proposals but don't come up with some of their own, for spells I didn't discuss. Too many threads are just "one guy gives some input, most other guys just try to tear him down". Feels unconstructive. [B]akbearfoot[/B]: most of the fixes on my little list (which I really just whipped up on the fly) go towards stopping a single spell from obviating whole mechanics of the game (entire skills, feat trees, class abilities, spell schools etc.): Divine Power makes your Cleric a Fighter who can also cast by taking the only thing primary warrior guys have and Clerics lack (BAB), and give it to the Cleric. Also, this is the only effect in the game except Tenser's (during which you can't cast) to affect BAB. Hate this. Don't know the PF fix to Polymorph, have to look it up. Shapechange is not fixed by HD caps. Almost nothing is. Look at angels, devils, demons, see what they can do with lowly HD? Shapechange needs a more restricting clause about what abilities it grants, otherwise every single monster ever published makes the Sor/Wiz more powerful. Entangle's area is too big in my book, that's all. It's just too close to Solid Fog in power level for a 1st level spell. And yes, I have seen it totally ruin encounters. Where do you get the idea that Faerie Fire is OP? Resist Energy at higher levels makes energy attacks almost pointless. Many monsters rely on these. It also makes Protection from Energy or even Energy Immunity mostly pointless. Protection from Evil grants blanket immunity to a whole range of attack forms, for a 1st level spell. That's too much, on top of the not-so-bad (for 1st level) AC and save bonuses it grants. As a 3rd level spell, it's still a nice-if-situational defense. Freedom of Movement: blanket immunity to many, many attack forms, again. This is too much for 4th level. Likewise, Heart of Water. Comprehend Languages/Knock: make certain skills pointless. Skills are underpowered enough already. Enlarge Person: I feel reach weapons plus Enlarge Person just takes up too much space on the battlefield. Also, their reach advantage is the only thing that makes many monsters a credible threat at all. I'd maybe not nerf this actually, but still. Also, this actually becomes [I]more [/I]useful at mid levels in my experience. Mind Blank: blanket immunity. You know how much I hate those? As an 8th level spell, all right, but for 24 hours straight, so you can just cast it right before going to sleep each day? Nope, please, just a little more effort, spellcasters, you shouldn't get [I]everything [/I]gift-wrapped! [/QUOTE]
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