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Changing the sleep spell? (and hypnotic pattern too)
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<blockquote data-quote="Quickleaf" data-source="post: 7035132" data-attributes="member: 20323"><p>You're right. I thought incapacitated was more like unconsciousness, but it's actually more like being momentarily dazed. Thanks for correcting me.</p><p></p><p></p><p>Yeah, the more I look at it, I just don't understand the lack of a save / hit point mechanic for <em>sleep</em> (and <em>color spray</em>). It's such a weird exception to the rules.</p><p></p><p>I think I should be able to include an <strong><em>at higher levels</em></strong> clause so that one <em>sleep</em> spell can account for short-sneak version and long-lasting curse version.</p><p></p><p></p><p>I think the trick with #1 is that to make <em>sleep</em> work how I envision, while keeping it a 1st-level spell (for starters), is going to require some conditional limits to how it can be used.</p><p></p><p></p><p>Yeah, I really don't understand the design logic behind no saves / the hit point mechanic for <em>sleep</em> and <em>color spray</em>. What's the thinking there? Why are those two spells such an exception?</p><p></p><p></p><p>I guess my question is whether there's any good reason to keep ANY kind of "number of HP or HD affected" rule for <em>sleep</em> (or <em>color spray</em>)? </p><p></p><p></p><p>I'm not too concerned about <em>sleep</em> being overpowered or anything (and let's be honest: in that scenario the Rogue is likely going to be the one doing the throat-slitting to take advantage of Advantage/Crittting with sneak attack).</p><p></p><p>My issue is thematic. If I haven't communicated that clearly, let me use this specific example...</p><p></p><p>From an older thread: <a href="http://www.enworld.org/forum/showthread.php?473592-Sleep-spell-overpowered/page2" target="_blank">http://www.enworld.org/forum/showthread.php?473592-Sleep-spell-overpowered/page2</a></p><p></p><p></p><p>The intimidation part was great role-playing. The part that's jarring for me is in <span style="color: red">red</span>.</p><p></p><p></p><p>While I think exhaustion is probably the wrong mechanic (due to all the negative modifiers associated with it making it a HUGE penalty), I like how you're thinking. Some kind of delayed onset time could be interesting for supporting sneaky-sleep; an example already in the game is <em>flesh to stone</em> which goes restrained > potentially petrified if failing 3 saves.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7035132, member: 20323"] You're right. I thought incapacitated was more like unconsciousness, but it's actually more like being momentarily dazed. Thanks for correcting me. Yeah, the more I look at it, I just don't understand the lack of a save / hit point mechanic for [I]sleep[/I] (and [I]color spray[/I]). It's such a weird exception to the rules. I think I should be able to include an [B][I]at higher levels[/I][/B] clause so that one [I]sleep[/I] spell can account for short-sneak version and long-lasting curse version. I think the trick with #1 is that to make [I]sleep[/I] work how I envision, while keeping it a 1st-level spell (for starters), is going to require some conditional limits to how it can be used. Yeah, I really don't understand the design logic behind no saves / the hit point mechanic for [I]sleep[/I] and [I]color spray[/I]. What's the thinking there? Why are those two spells such an exception? I guess my question is whether there's any good reason to keep ANY kind of "number of HP or HD affected" rule for [I]sleep[/I] (or [I]color spray[/I])? I'm not too concerned about [I]sleep[/I] being overpowered or anything (and let's be honest: in that scenario the Rogue is likely going to be the one doing the throat-slitting to take advantage of Advantage/Crittting with sneak attack). My issue is thematic. If I haven't communicated that clearly, let me use this specific example... From an older thread: [url]http://www.enworld.org/forum/showthread.php?473592-Sleep-spell-overpowered/page2[/url] The intimidation part was great role-playing. The part that's jarring for me is in [color=red]red[/color]. While I think exhaustion is probably the wrong mechanic (due to all the negative modifiers associated with it making it a HUGE penalty), I like how you're thinking. Some kind of delayed onset time could be interesting for supporting sneaky-sleep; an example already in the game is [I]flesh to stone[/I] which goes restrained > potentially petrified if failing 3 saves. [/QUOTE]
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Changing the sleep spell? (and hypnotic pattern too)
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