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*Pathfinder & Starfinder
Brainstorming on spell fixes
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<blockquote data-quote="akbearfoot" data-source="post: 5474364" data-attributes="member: 33560"><p>Generally speaking, at higher levels, monsters tend to have more and more of an arsenal to use. Just as PCs do. Defensive spells SHOULD obviate some of those threats, for at least some of the PCs. Otherwise, there would be a lot more TPKs. Throw half a dozen Spawns of Kyuss(CR like 5 or 6) at a party of 15th level PCs that dont have any fear immunity and see what happens. Likewise, when a bunch of outsiders that cast charm/dominate show up and all they need to do to win the fight is get the mage to fail 1 will save. It is nowhere near the same magnitude as what happens when a melee character fails a save.</p><p></p><p></p><p>Nerfing mind blank, or heroes feast for example does not make the game more balanced or more fun...it will just shrink the 15 minute adventure day even furthur. As soon as those buffs go away, the party runs for the hills to rest and get spells back. I think that is why the designers gave them long durations intentionally.</p><p></p><p>The 19th level campaign we're running right now, we're in a very bad place. Almost every encounter lately has been against gargantuan/colossal monsters with 40+HD, poison, energy/ability drain, fear auras, breath weapons, and save or die effects. All the save DCs are high 20s-mid 30s. We've been double stacking some buffs because the only 'wimpy' monsters we are encountering cast greater dispel magic, and finger of death. And at the moment its all taking place flying over a lake of green slime.</p><p></p><p>So yeah...every character standard has mind blank, heroes feast, Death ward, fly/air walk, freedom of movement, and at least 1 person with true seeing. Any of those things missing, and we probably couldn't get past a single encounter without at least 1 death.</p><p></p><p>Earlier I mentioned Faerie Fire being OP and you asked why. Because its a first level area effect that completely nullifies a host of spells that are higher level than itself. Blur, Displacement, Improved Invisibility, etc...overpowered by definition <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=":)" /> But it rarely ever gets used, and it doesn't unbalance things when it is used, so why bother fixing it.</p></blockquote><p></p>
[QUOTE="akbearfoot, post: 5474364, member: 33560"] Generally speaking, at higher levels, monsters tend to have more and more of an arsenal to use. Just as PCs do. Defensive spells SHOULD obviate some of those threats, for at least some of the PCs. Otherwise, there would be a lot more TPKs. Throw half a dozen Spawns of Kyuss(CR like 5 or 6) at a party of 15th level PCs that dont have any fear immunity and see what happens. Likewise, when a bunch of outsiders that cast charm/dominate show up and all they need to do to win the fight is get the mage to fail 1 will save. It is nowhere near the same magnitude as what happens when a melee character fails a save. Nerfing mind blank, or heroes feast for example does not make the game more balanced or more fun...it will just shrink the 15 minute adventure day even furthur. As soon as those buffs go away, the party runs for the hills to rest and get spells back. I think that is why the designers gave them long durations intentionally. The 19th level campaign we're running right now, we're in a very bad place. Almost every encounter lately has been against gargantuan/colossal monsters with 40+HD, poison, energy/ability drain, fear auras, breath weapons, and save or die effects. All the save DCs are high 20s-mid 30s. We've been double stacking some buffs because the only 'wimpy' monsters we are encountering cast greater dispel magic, and finger of death. And at the moment its all taking place flying over a lake of green slime. So yeah...every character standard has mind blank, heroes feast, Death ward, fly/air walk, freedom of movement, and at least 1 person with true seeing. Any of those things missing, and we probably couldn't get past a single encounter without at least 1 death. Earlier I mentioned Faerie Fire being OP and you asked why. Because its a first level area effect that completely nullifies a host of spells that are higher level than itself. Blur, Displacement, Improved Invisibility, etc...overpowered by definition :) But it rarely ever gets used, and it doesn't unbalance things when it is used, so why bother fixing it. [/QUOTE]
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