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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Brainstorming on spell fixes
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="Eldritch_Lord" data-source="post: 5473235" data-attributes="member: 52073"><p>If people want to hear possible proposed fixes for spells, here's a few fixes I was considering that I wanted some feedback on:</p><p></p><p><strong>Polymorph</strong>[sblock]Polymorph effects change you completely into the target form in every way, such that you simply grab the appropriate monster entry and sub it for your character sheet. Any effects currently active on you are negated while polymorphed, you don't retain any abilities, you are for all intents and purposes the target creature...with two exceptions.</p><p></p><p>1) You retain your own Int score; this allows polymorphing into animals and mindless critters without needing edge-case rules, and prevents players from turning into high-Int creatures to take advantage of high Knowledge modifiers (not a game-breaker, but something aesthetically undesirable).</p><p></p><p>2) Any limited-use abilities of the form are unavailable, "limited-use" being defined as any abilities not able to be used every round all day without limitation, such as dragons' 1d4-round-recharge breath weapon, binders' every-5-rounds abilities, monster 3/day SLAs, and so forth.</p><ul> <li data-xf-list-type="ul"><em>Alter self</em> is a polymorph effect allowing you to change into a creature of your type of 5 HD or fewer.</li> <li data-xf-list-type="ul"><em>Polymorph</em> works as normal regarding restrictions on the forms able to be assumed, but the HD limit is reduced to 10 HD.</li> <li data-xf-list-type="ul"><em>Polymorph any object</em> functions as <em>polymorph</em>, except that it additionally allows transmutation of creatures into objects and vice-versa, has a HD limit of 15 HD, and has a duration of 1 hour regardless of the form assumed.</li> <li data-xf-list-type="ul"><em>Shapechange</em> functions as <em>polymorph</em>, except that there are no limitations on type or composition of forms assumed, the HD limit is raised to 20 HD, the caster can change forms as a swift action, and there is a 1,500 gp material component.</li> </ul><p></p><p><strong>Pros:</strong> <ul> <li data-xf-list-type="ul">Ease of use (just pull out the MM and adjust Int-based skill modifiers and you're done)</li> <li data-xf-list-type="ul">Low abuse potential (most polymorph abuse IME comes from abusing <em>wish</em> or similar SLAs or stacking creature abilities with your own)</li> </ul><p><strong>Cons:</strong> <ul> <li data-xf-list-type="ul">Still vulnerable to bad monster design (adamantine horror, I'm looking at you)</li> </ul><p>[/sblock]</p><p><strong>Summoning/Calling</strong>[sblock]Summoning and Calling effects prevent the creature summoned from using any "limited-use" abilities (see the polymorph fix above) instead of just barring their own summoning abilities from use.</p><p></p><p><em>Summon monster/nature's ally/etc.</em> spells don't have a fixed list; instead, upon learning a summoning spell, the caster chooses [15-spell level] creatures meeting the spell parameters (outsiders for SM, animals and fey for SNA, etc.) of a CR no higher than [spell level+1] to be his or her list of summoned creatures for that spell. This allows for greater customizability based on a character's "theme" or preferences in exchange for less breadth due to fewer summonable creatures.</p><p></p><p>When the caster uses the "1 creature of appropriate level" option, the spell requires concentration to maintain, preventing the caster from spamming creatures of equivalent or higher CR to their level at lower spell levels; when the caster uses the "1d3 creatures of a lower level" option, this may be "chained" to summon 1d3 creatures from the level X-2 list, 1d3*1d3 creatures from the X-4 list, 1d3*1d3*1d3 from the X-6 list, etc. rather than simply 1d3 creatures from the level X-1 list, allowing the caster to summon many weaker minions at once (this part is a flavor fix rather than a balance fix).</p><p></p><p><strong>Pros:</strong> <ul> <li data-xf-list-type="ul">Customizability (self-evident)</li> <li data-xf-list-type="ul">Lower abuse potential (if you're going to spam summoned monsters, they aren't going to be as powerful)</li> <li data-xf-list-type="ul">More flavorful ("minion master" types get to flood the battlefield with weaker creatures if desired without their turn taking too long)</li> </ul><p><strong>Cons:</strong> <ul> <li data-xf-list-type="ul">Still a time sink (summoning creatures in any way other than simply using summoning as "special effects" à la Final Fantasy or early 4e "summons" will always take extra time on the caster's turn)</li> </ul><p></p><p>Calling spells do not allow the caster any control over the called creature, and any offensive act against the called creature or potentially harmful order by the caster while it is being bargained with or while it is carrying out the agreed-upon service(s), such as debuffing or enchanting the creature or ordering it to fail a save, immediately ends the spell. Also, <em>gate</em>'s HD limit is reduced to CL rather than 2*CL.[/sblock]</p><p><strong>Skill-Related Spells</strong>[sblock]Any spells that outright replace skill checks (<em>knock</em> for Open Lock, <em>discern lies</em> for Sense Motive, <em>invisibility</em> for Hide, etc.) don't automatically succeed; instead, they simply allow the caster to make a Spellcraft check instead of the associated skill check. Any additional effects not directly related to their skill replacement remain (overcoming <em>arcane lock</em> for <em>knock</em>, blocking LoS for <em>invisibility</em>, etc.)</p><p></p><p>Spells that give ridiculous bonuses to skills (<em>jump</em>, <em>glibness</em>, etc.) instead simply let the subject take 20 on the appropriate skill checks for the duration; they let the subject perform consistently at their best rather than outdoing what they could normally achieve.[/sblock]</p><p>On an unrelated note, what does everyone think of the Alexandrian's changes to <a href="http://www.thealexandrian.net/creations/advanced-rules/teleport.html" target="_blank">teleportation</a> and <a href="http://www.thealexandrian.net/creations/advanced-rules/scrying.html" target="_blank">scrying</a>?</p><p></p><p></p><p></p><p>While it isn't strictly a spell-related fix, my solution to this might help you with your own fix.</p><p></p><p>In my games, there are a grand total of 4 bonus types: insight, inherent, enhancement, and circumstance. Any bonuses from races, templates, and permanent magic are considered inherent bonuses; any bonuses from class levels, skills, feats, or other "training"-type sources are insight bonuses; any bonuses from equipment (mundane or magical) or temporary magic are enhancement; any other bonuses are circumstance bonuses.</p><p></p><p>This means that (among other things) any given attribute is going to have exactly one bonus coming from magic or equipment, the enhancement bonus. If your armor is removed, or your shield is sundered, or your <em>mage armor</em> is dispelled, there's only one bonus to remove, and given that you should only have 3 modifiers to a given attribute (a dwarf's attack bonus against an orc might look like +5 BAB [insight] plus <em>+2 greataxe</em> [enhancement] plus +1 racial bonus vs. orcs [inherent], for instance) calculating the changes should be simple. This also has the added benefits of contracting the range of modifiers in the system, discouraging adding lots of trivial little bonuses, and several other things, but those aren't strictly germane to the discussion.</p></blockquote><p></p>
[QUOTE="Eldritch_Lord, post: 5473235, member: 52073"] If people want to hear possible proposed fixes for spells, here's a few fixes I was considering that I wanted some feedback on: [B]Polymorph[/B][sblock]Polymorph effects change you completely into the target form in every way, such that you simply grab the appropriate monster entry and sub it for your character sheet. Any effects currently active on you are negated while polymorphed, you don't retain any abilities, you are for all intents and purposes the target creature...with two exceptions. 1) You retain your own Int score; this allows polymorphing into animals and mindless critters without needing edge-case rules, and prevents players from turning into high-Int creatures to take advantage of high Knowledge modifiers (not a game-breaker, but something aesthetically undesirable). 2) Any limited-use abilities of the form are unavailable, "limited-use" being defined as any abilities not able to be used every round all day without limitation, such as dragons' 1d4-round-recharge breath weapon, binders' every-5-rounds abilities, monster 3/day SLAs, and so forth. [list][*][I]Alter self[/I] is a polymorph effect allowing you to change into a creature of your type of 5 HD or fewer. [*][I]Polymorph[/I] works as normal regarding restrictions on the forms able to be assumed, but the HD limit is reduced to 10 HD. [*][I]Polymorph any object[/I] functions as [I]polymorph[/I], except that it additionally allows transmutation of creatures into objects and vice-versa, has a HD limit of 15 HD, and has a duration of 1 hour regardless of the form assumed. [*][I]Shapechange[/I] functions as [I]polymorph[/I], except that there are no limitations on type or composition of forms assumed, the HD limit is raised to 20 HD, the caster can change forms as a swift action, and there is a 1,500 gp material component.[/list] [B]Pros:[/B][list][*]Ease of use (just pull out the MM and adjust Int-based skill modifiers and you're done) [*]Low abuse potential (most polymorph abuse IME comes from abusing [I]wish[/I] or similar SLAs or stacking creature abilities with your own)[/list] [B]Cons:[/B][list][*]Still vulnerable to bad monster design (adamantine horror, I'm looking at you)[/list][/sblock] [B]Summoning/Calling[/B][sblock]Summoning and Calling effects prevent the creature summoned from using any "limited-use" abilities (see the polymorph fix above) instead of just barring their own summoning abilities from use. [I]Summon monster/nature's ally/etc.[/I] spells don't have a fixed list; instead, upon learning a summoning spell, the caster chooses [15-spell level] creatures meeting the spell parameters (outsiders for SM, animals and fey for SNA, etc.) of a CR no higher than [spell level+1] to be his or her list of summoned creatures for that spell. This allows for greater customizability based on a character's "theme" or preferences in exchange for less breadth due to fewer summonable creatures. When the caster uses the "1 creature of appropriate level" option, the spell requires concentration to maintain, preventing the caster from spamming creatures of equivalent or higher CR to their level at lower spell levels; when the caster uses the "1d3 creatures of a lower level" option, this may be "chained" to summon 1d3 creatures from the level X-2 list, 1d3*1d3 creatures from the X-4 list, 1d3*1d3*1d3 from the X-6 list, etc. rather than simply 1d3 creatures from the level X-1 list, allowing the caster to summon many weaker minions at once (this part is a flavor fix rather than a balance fix). [B]Pros:[/B][list][*]Customizability (self-evident) [*]Lower abuse potential (if you're going to spam summoned monsters, they aren't going to be as powerful) [*]More flavorful ("minion master" types get to flood the battlefield with weaker creatures if desired without their turn taking too long)[/list] [B]Cons:[/B][list][*]Still a time sink (summoning creatures in any way other than simply using summoning as "special effects" à la Final Fantasy or early 4e "summons" will always take extra time on the caster's turn)[/list] Calling spells do not allow the caster any control over the called creature, and any offensive act against the called creature or potentially harmful order by the caster while it is being bargained with or while it is carrying out the agreed-upon service(s), such as debuffing or enchanting the creature or ordering it to fail a save, immediately ends the spell. Also, [I]gate[/I]'s HD limit is reduced to CL rather than 2*CL.[/sblock] [B]Skill-Related Spells[/B][sblock]Any spells that outright replace skill checks ([I]knock[/I] for Open Lock, [I]discern lies[/I] for Sense Motive, [I]invisibility[/I] for Hide, etc.) don't automatically succeed; instead, they simply allow the caster to make a Spellcraft check instead of the associated skill check. Any additional effects not directly related to their skill replacement remain (overcoming [I]arcane lock[/I] for [I]knock[/I], blocking LoS for [I]invisibility[/I], etc.) Spells that give ridiculous bonuses to skills ([I]jump[/I], [I]glibness[/I], etc.) instead simply let the subject take 20 on the appropriate skill checks for the duration; they let the subject perform consistently at their best rather than outdoing what they could normally achieve.[/sblock] On an unrelated note, what does everyone think of the Alexandrian's changes to [url=http://www.thealexandrian.net/creations/advanced-rules/teleport.html]teleportation[/url] and [url=http://www.thealexandrian.net/creations/advanced-rules/scrying.html]scrying[/url]? While it isn't strictly a spell-related fix, my solution to this might help you with your own fix. In my games, there are a grand total of 4 bonus types: insight, inherent, enhancement, and circumstance. Any bonuses from races, templates, and permanent magic are considered inherent bonuses; any bonuses from class levels, skills, feats, or other "training"-type sources are insight bonuses; any bonuses from equipment (mundane or magical) or temporary magic are enhancement; any other bonuses are circumstance bonuses. This means that (among other things) any given attribute is going to have exactly one bonus coming from magic or equipment, the enhancement bonus. If your armor is removed, or your shield is sundered, or your [I]mage armor[/I] is dispelled, there's only one bonus to remove, and given that you should only have 3 modifiers to a given attribute (a dwarf's attack bonus against an orc might look like +5 BAB [insight] plus [I]+2 greataxe[/I] [enhancement] plus +1 racial bonus vs. orcs [inherent], for instance) calculating the changes should be simple. This also has the added benefits of contracting the range of modifiers in the system, discouraging adding lots of trivial little bonuses, and several other things, but those aren't strictly germane to the discussion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Brainstorming on spell fixes
Top