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General Tabletop Discussion
*Pathfinder & Starfinder
DMM Persistent Spell - Do You Allow It?
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<blockquote data-quote="Pickaxe" data-source="post: 3502777" data-attributes="member: 10812"><p>Of course, that's not a core spell. We're already talking about combining two separate non-core feats; adding more non-core spells obviously increases the power of this combo, so it would make sense to not allow non-core spells.</p><p></p><p>I'm actually trying this combo out for the first time in a Savage Tide campaign; we typically play core-only, but in this campaign we decided to allow more options, at least if it means more fun. To me, the real litmus test of a potentially broken combo is whether it diminishes the fun of one or more players. My character is building towards having one Persistent Spell at 6th and two at 8th; the likely candidates are Fly (Travel domain), Find Traps, and (of course) Divine Power. We have no rogue, and flying is not a "role" that another character would cover, so my character shouldn't be stealing the spotlight from anyone else with regards to the first two spells, and at the same time we'll have some very useful abilities in a very challenging campaign.</p><p></p><p>Divine Power is where the real test will come; will the cleric shine in melee and make the TWF ranger and half-orc monk look bad? Maybe, but I think it's more likely that the cleric will simply be effective in melee to the extent that our four-character party won't go into a downward spiral as soon as the tank goes down. </p><p></p><p>Anyway, we'll see.</p><p></p><p>--Axe</p></blockquote><p></p>
[QUOTE="Pickaxe, post: 3502777, member: 10812"] Of course, that's not a core spell. We're already talking about combining two separate non-core feats; adding more non-core spells obviously increases the power of this combo, so it would make sense to not allow non-core spells. I'm actually trying this combo out for the first time in a Savage Tide campaign; we typically play core-only, but in this campaign we decided to allow more options, at least if it means more fun. To me, the real litmus test of a potentially broken combo is whether it diminishes the fun of one or more players. My character is building towards having one Persistent Spell at 6th and two at 8th; the likely candidates are Fly (Travel domain), Find Traps, and (of course) Divine Power. We have no rogue, and flying is not a "role" that another character would cover, so my character shouldn't be stealing the spotlight from anyone else with regards to the first two spells, and at the same time we'll have some very useful abilities in a very challenging campaign. Divine Power is where the real test will come; will the cleric shine in melee and make the TWF ranger and half-orc monk look bad? Maybe, but I think it's more likely that the cleric will simply be effective in melee to the extent that our four-character party won't go into a downward spiral as soon as the tank goes down. Anyway, we'll see. --Axe [/QUOTE]
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DMM Persistent Spell - Do You Allow It?
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