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General Tabletop Discussion
*Pathfinder & Starfinder
Brainstorming on spell fixes
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<blockquote data-quote="Empirate" data-source="post: 5472751" data-attributes="member: 78958"><p>You make a convincing argument concerning the save DC thing. Maybe my PCs just tend to multiclass like crazy... A Fighter 10 has +7/+3/+3 base save bonuses. A Barbarian 2/Fighter 2/Bard 1/Dragon Disciple 5 has +10/+3/+6. Multiclassing can have a huge effect if you don't use fractional save bonuses.</p><p></p><p>Sure, a decently optimized caster can still put the hurt on, and the fact that there are actual save-or-<strong>die</strong> effects in the game makes a failed save extraordinarily deadly compared to quite a few other RPGs. But when I'm playing a caster, I'm always shying away from using save-or-dies/save-or-sucks. It can just too easily feel like I wasted a turn when they make their save, and who's to say they won't make it next time?</p><p></p><p>Also, save bonuses in the form of magic are cheap to come by. +5 resistance is only 25,000 gp, and well worth the cost. Constitution is an important stat to <em>everybody </em>due to HP concerns alone, so most people's Fort save will be a little on the high side. Reflex saves are generally only there to avoid part of the damage, and you'll often be able to substitute HP for a decent save there. That leaves Will to attack. Which is why I don't like blanket immunities to mind-affecting stuff...</p><p></p><p>All in all, I don't like blanket immunities in any circumstances, to be honest. Immunities just shut out part of the game. As a DM I know about my PCs' immunities, know that it's pointless to attack them in certain ways. Of course (being the fantastic DM that I am...) I will still do it from time to time - only to make them feel good. But that kind of customer service is not what I'm ready to provide on a regular basis.</p><p>If my PCs have certain immunities, it forces me into certain lanes of building encounters, and ultimately, building adventures and campaigns. Fighting Mind Flayers isn't really an interesting adventure if the whole group has Mind Blank and Rings of Freedom of Movement.</p><p></p><p>In my book, blanket immunities do not enrich the game. They detract from it.</p><p></p><p></p><p>EDIT: [MENTION=98794]Alexander123[/MENTION]: I do expect criticism. I look forward to it, and the discussion has been interesting so far. But doesn't anybody else have any suggestions of their own? It's not that I'm malcontent with this thread. It's just that so many forums go the direction I stated. Often enough, I'm the one criticizing the lone input-giver. But I really ought to stop if I don't have any ideas of my own concerning the thread topic.</p></blockquote><p></p>
[QUOTE="Empirate, post: 5472751, member: 78958"] You make a convincing argument concerning the save DC thing. Maybe my PCs just tend to multiclass like crazy... A Fighter 10 has +7/+3/+3 base save bonuses. A Barbarian 2/Fighter 2/Bard 1/Dragon Disciple 5 has +10/+3/+6. Multiclassing can have a huge effect if you don't use fractional save bonuses. Sure, a decently optimized caster can still put the hurt on, and the fact that there are actual save-or-[B]die[/B] effects in the game makes a failed save extraordinarily deadly compared to quite a few other RPGs. But when I'm playing a caster, I'm always shying away from using save-or-dies/save-or-sucks. It can just too easily feel like I wasted a turn when they make their save, and who's to say they won't make it next time? Also, save bonuses in the form of magic are cheap to come by. +5 resistance is only 25,000 gp, and well worth the cost. Constitution is an important stat to [I]everybody [/I]due to HP concerns alone, so most people's Fort save will be a little on the high side. Reflex saves are generally only there to avoid part of the damage, and you'll often be able to substitute HP for a decent save there. That leaves Will to attack. Which is why I don't like blanket immunities to mind-affecting stuff... All in all, I don't like blanket immunities in any circumstances, to be honest. Immunities just shut out part of the game. As a DM I know about my PCs' immunities, know that it's pointless to attack them in certain ways. Of course (being the fantastic DM that I am...) I will still do it from time to time - only to make them feel good. But that kind of customer service is not what I'm ready to provide on a regular basis. If my PCs have certain immunities, it forces me into certain lanes of building encounters, and ultimately, building adventures and campaigns. Fighting Mind Flayers isn't really an interesting adventure if the whole group has Mind Blank and Rings of Freedom of Movement. In my book, blanket immunities do not enrich the game. They detract from it. EDIT: [MENTION=98794]Alexander123[/MENTION]: I do expect criticism. I look forward to it, and the discussion has been interesting so far. But doesn't anybody else have any suggestions of their own? It's not that I'm malcontent with this thread. It's just that so many forums go the direction I stated. Often enough, I'm the one criticizing the lone input-giver. But I really ought to stop if I don't have any ideas of my own concerning the thread topic. [/QUOTE]
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