If that's what they were thinking then they should rethink it.
John Crichton said:
It was most likely because of the power level of the spell (3 for wiz/sor, 2 for others like bard or cleric). Sleep can be ended by any friendly character. Charm doesn't immobilze you.
Sleep and Charm are also both first level. A PC wizard should get something for casting a 3rd level spell instead of a first level. (And they still do if and only if they're smart enough to leave the weakened version of Hold Person on the cutting room floor). The weakened version of Hold Person may still be worthwhile as a second level spell. (Although I wouldn't take it for my cleric when Sound Burst and Calm Emotions are options). As a third level spell, however, it's competing with the likes of blur and secret page for combat utility.
As for Hold Monster... I'm sure it's effective. However, if the new version is supposed to compete with Wall of Force, Feeblemind, Dominate Person, Summon Monster V, etc, someone's not thinking clearly. A save every round hold monster is comparable to Phantasmal Killer not Cone of Cold.
Dominate lets you resist the effects that are against the character's nature. Disintegrate is a ray and causes death which is a totally different effect than hold plus is a higher level spell by alot (not to mention that it's a Fort save which is much easier for fighter-types to make).
Disintegrate is also a fort save which is much harder for wizard and rogue types to make. If they were concerned about instakills and the "go get a bag of chips syndrome" they should have changed a large number of spells--Sleep, Phantasmal Killer, Slay Living, Disintegrate, Circle of Death, Finger of Death, Destruction, etc. Let's face it, changing the hold spells to a save every round does a lot for making them less useful but does very little for eliminating the prevalence of "save or die" spells in mid-high level D&D. Given that holds are the nicest of the supposedly instakill effects (effect one target, don't actually kill you on a failed save--just make you coup de graceable--, and are negated by a second level cleric spell (remove paralysis)) claiming to nerf hold person to stop the "bag of chips" syndrome is like walking into the bar carrying a dead kitten and saying "Well, you know the rabid dire lion that's loose on the street, I've done something about it."
My point being that the hold spell did remove a character from the game for a finite amount of time equal to the caster's level while most of the effects/spells you mention do not.
No. Most of the ones I'm thinking of remove the character from the game either permanently or until a Ressurection or True Resurrection can be cast.
And to stop a hold spell, there are only 3 ways: make the save, counterspell it (doesn't happen much if at all) or dispel it. Otherwise there goes your fun for the better part of a fight.
Don't forget Remove Paralysis. As far as I can tell that's four ways which is more ways than there are to stop Phantasmal Killer (make the save, be a paladin, have Mind Blank active), Sleep (make the save, be 5HD or more, or be an elf), Slay Living (Make the save and have enough hit points to survive the damage or have Death Ward up), Disintegrate (Have the touch attack miss or make the save), or any of the real instakill spells.
No fun. And don't discount that it makes the held person an easy target for getting killed.
As opposed to all of the other spells that make a character dead instead of a candidate for being dead. I don't see why it's more fun to be a easy to kill than to be killed.
Also mentioned in the article was that that this will happen to other spells and spell effects as well. Not just hold. That may clear some things up...
Right. Are they going to change the mummy's despair, the Ether Hulk's Daze, the Umber Hulk's Confusion, the Frost Worm's fascination ability, and the Bodak's death gaze then?
Or is it only PC spellcasters who will have their abilities nerfed to the point of uselessness?