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Casters vs. Non-Casters (longish)
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<blockquote data-quote="Mon" data-source="post: 4358006" data-attributes="member: 71673"><p>Hi Draz,</p><p> </p><p>Thanks for the feedback <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=":)" /> As you say, it isn't nearly broad enough yet... hopefully feedback here will provide me with more ideas on what to change and how to change it, as well as balance suggestions for my own ideas.</p><p> </p><p></p><p> </p><p>Hmm yeah <em>slow</em> (and likely some other spells we haven't thought of yet) probably will become too weak. Ideally we could come up with a tweak to address this... any ideas? </p><p> </p><p>Even if not, IMC I'd be willing to trade a few spells becoming weaker for the sake of less "go play xbox" moments, though.</p><p> </p><p></p><p> </p><p>Hmm interesting point... not allowing a save is a design feature of these spells, I guess, so we should probably leave a nod to that in there. Maybe no save when the spell is first cast, but after that the save-or-suck nerf kicks in? What do you think?</p><p> </p><p></p><p> </p><p>I wouldn't call the whole thing boring - it allows all the flexibility of another shape (e.g. size/strength of a giant, flying, tremorsense etc. ) which is where I think the 'morphing coolness should be.</p><p> </p><p>It certainly is boring as a raw-numbers-improving combat buff, as you say, and it would almost never be used as one for that reason. Instead it would be used for utility and special needs applications (gotta have tremorsense to find those invisible baddies? ... "form of an umber hulk!"). I think this is a feature not a bug. YMMV.</p><p> </p><p>If someone wants to use this rule, but combat-buff application is essential to polymorph's cool factor for them, maybe allowing items to remain and function (if the new form can use them) would be a step towards finding a middle ground? That way our Fighter-Come-War Troll can put down the smack with a large version of his favourite magic weapon... just a quick idea. I haven't thought it through yet... what do you think?</p><p> </p><p></p><p> </p><p>Yeah that would be sweet. Sure would be alot of work though.</p><p> </p><p></p><p> </p><p>Yeah, you're right. What a great idea - the secondary stat doesn't necessarily need to be Cha. Wizards could use Wisdom. If we extend it to bards and sorcerers maybe they could use Int? What do you think of that?</p><p> </p><p>You're all kinds of awesome, Draz <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=":)" /></p><p> </p><p></p><p> </p><p>For no other reason than a blanket rule like this requires less work on my part, and still gets the job done.</p><p> </p><p></p><p> </p><p>You are, of course, correct. These are just the biggest problem spells IMC so they got tackled first. One of the things I was hoping for by posting here was to expand the list - hence asking for "others?" at the end of the list.</p><p> </p><p></p><p> </p><p>That nerf wouldn't apply here becuase the invisible-outlining aspect of glitterdust doesn't affect how many actions the target can take. I explicitly added the ability to shake it off for that reason.</p><p> </p><p></p><p> </p><p>Yeah but I don't really want to spend the time going through spell lists changing things to rituals. The Daze on arrival thing is just simpler to impliment, and still gets the job done. Just lazy I guess (I like to think of it as efficient <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />).</p><p> </p><p></p><p> </p><p>Just to power it down to the same level as wish. </p><p> </p><p><em><span style="color: wheat">Now that is a D&D-related sentence I hoped I'd never live to see typed, let alone be the one who has to type it. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></span></em></p><p> </p><p>We've actually been using this HR for as long as Mircale has been in the game.</p><p> </p><p></p><p> </p><p>I hear ya. Better than the alternative though, IMO. </p><p> </p><p>Edit: It can still <em>serverely</em> weaken a whole party of 20th level characters, or destroy an artifact... prelly darn powerful.</p><p> </p><p> </p><p> </p><p>You only get one extra save, which breaks free of the slow and prevents the petrification from occuring... It doesn't break free of the petrificaiton itself, more like staves it off.</p><p> </p><p>I kinda see it as the target slowly turning to stone over the round. If they make the second save they stave off the petrification complete with "crumbling dust falling to the floor" SFX <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> If not, they're in trouble because the nerf-save-or-suck rule only affects non-permanent spells.</p><p> </p><p>I guess it doesn't work visually for everyone. Works for me though, and is good from a gamist POV too.</p><p> </p><p></p><p> </p><p>Yep. </p><p> </p><p>Using Mord's Mansion for this is fine IMO... I don't want to stop "magical resting spaces" per say... just stop it happening at 5th level. Probably shoulda specified that, my bad.</p><p> </p><p>--</p><p> </p><p>As I said above, what I was REALLY hoping for with this list was additional spells that need nerfification... any ideas on that front?</p></blockquote><p></p>
[QUOTE="Mon, post: 4358006, member: 71673"] Hi Draz, Thanks for the feedback :) As you say, it isn't nearly broad enough yet... hopefully feedback here will provide me with more ideas on what to change and how to change it, as well as balance suggestions for my own ideas. Hmm yeah [I]slow[/I] (and likely some other spells we haven't thought of yet) probably will become too weak. Ideally we could come up with a tweak to address this... any ideas? Even if not, IMC I'd be willing to trade a few spells becoming weaker for the sake of less "go play xbox" moments, though. Hmm interesting point... not allowing a save is a design feature of these spells, I guess, so we should probably leave a nod to that in there. Maybe no save when the spell is first cast, but after that the save-or-suck nerf kicks in? What do you think? I wouldn't call the whole thing boring - it allows all the flexibility of another shape (e.g. size/strength of a giant, flying, tremorsense etc. ) which is where I think the 'morphing coolness should be. It certainly is boring as a raw-numbers-improving combat buff, as you say, and it would almost never be used as one for that reason. Instead it would be used for utility and special needs applications (gotta have tremorsense to find those invisible baddies? ... "form of an umber hulk!"). I think this is a feature not a bug. YMMV. If someone wants to use this rule, but combat-buff application is essential to polymorph's cool factor for them, maybe allowing items to remain and function (if the new form can use them) would be a step towards finding a middle ground? That way our Fighter-Come-War Troll can put down the smack with a large version of his favourite magic weapon... just a quick idea. I haven't thought it through yet... what do you think? Yeah that would be sweet. Sure would be alot of work though. Yeah, you're right. What a great idea - the secondary stat doesn't necessarily need to be Cha. Wizards could use Wisdom. If we extend it to bards and sorcerers maybe they could use Int? What do you think of that? You're all kinds of awesome, Draz :) For no other reason than a blanket rule like this requires less work on my part, and still gets the job done. You are, of course, correct. These are just the biggest problem spells IMC so they got tackled first. One of the things I was hoping for by posting here was to expand the list - hence asking for "others?" at the end of the list. That nerf wouldn't apply here becuase the invisible-outlining aspect of glitterdust doesn't affect how many actions the target can take. I explicitly added the ability to shake it off for that reason. Yeah but I don't really want to spend the time going through spell lists changing things to rituals. The Daze on arrival thing is just simpler to impliment, and still gets the job done. Just lazy I guess (I like to think of it as efficient :p). Just to power it down to the same level as wish. [I][COLOR=wheat]Now that is a D&D-related sentence I hoped I'd never live to see typed, let alone be the one who has to type it. :heh:[/COLOR][/I] We've actually been using this HR for as long as Mircale has been in the game. I hear ya. Better than the alternative though, IMO. Edit: It can still [I]serverely[/I] weaken a whole party of 20th level characters, or destroy an artifact... prelly darn powerful. You only get one extra save, which breaks free of the slow and prevents the petrification from occuring... It doesn't break free of the petrificaiton itself, more like staves it off. I kinda see it as the target slowly turning to stone over the round. If they make the second save they stave off the petrification complete with "crumbling dust falling to the floor" SFX :P If not, they're in trouble because the nerf-save-or-suck rule only affects non-permanent spells. I guess it doesn't work visually for everyone. Works for me though, and is good from a gamist POV too. Yep. Using Mord's Mansion for this is fine IMO... I don't want to stop "magical resting spaces" per say... just stop it happening at 5th level. Probably shoulda specified that, my bad. -- As I said above, what I was REALLY hoping for with this list was additional spells that need nerfification... any ideas on that front? [/QUOTE]
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