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Casters vs Martials: Part 2 - The Mundane Limit
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<blockquote data-quote="Stormonu" data-source="post: 8493799" data-attributes="member: 52734"><p>Bah, the "martials can't have nice things" can go die in a fire. Like many of the suggestions above, you can give the martial character abilities that knock on superhuman characteristics without being strictly magical. I think several of the ones listed above are actually underpowered or hobbled by trying to be too tame. For the best results, take out reference to any spells and write in the actual ability, word for word. For example:</p><p></p><p><strong>Perfect Lie</strong> (10th level). You must be proficient in Deception. Once per long rest, when you use your Deception skill and the check was a success and you have at least one minute to speak, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect c!arity and exacting detail, change its memory of the details of the event, or create a memory of some other event.</p><p></p><p>You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. A modified memory doesn't neeessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. The modified memory must be relevant to the lie in question (determined by the DM).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8493799, member: 52734"] Bah, the "martials can't have nice things" can go die in a fire. Like many of the suggestions above, you can give the martial character abilities that knock on superhuman characteristics without being strictly magical. I think several of the ones listed above are actually underpowered or hobbled by trying to be too tame. For the best results, take out reference to any spells and write in the actual ability, word for word. For example: [b]Perfect Lie[/b] (10th level). You must be proficient in Deception. Once per long rest, when you use your Deception skill and the check was a success and you have at least one minute to speak, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect c!arity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. A modified memory doesn't neeessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. The modified memory must be relevant to the lie in question (determined by the DM). [/QUOTE]
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