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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[Dragon] #307 - 3.5 Changes: Some we know, some we don't...
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<blockquote data-quote="the Jester" data-source="post: 849087" data-attributes="member: 1210"><p>Hmm, I mostly like the changes, although I'm dubious of the <em>hold</em> changes. </p><p></p><p>I like the changes to <em>harm</em>- I've been giving a Will save for the damage of an <em>inflict crits</em> for a long time. I like the change to <em>haste,</em> and since it now affects multiple targets I think it balances out. </p><p></p><p>I think <em>harm</em> will now be well-balanced with other 6th-level spells. Despite what some seem to think, the fact that it's a Will save is a winning deal when you stack it up against <em>slay living</em>. Think about it: who has a poor Will save?</p><p>Barbarians</p><p>Fighters</p><p>Paladins</p><p>Rangers</p><p>Rogues</p><p>...far more importantly:</p><p><em>Animals</em></p><p><em>Constructs</em></p><p><em>Elementals</em></p><p><em>Giants</em></p><p><em>Most humanoids</em></p><p><em>Magical beasts</em></p><p><em>Oozes</em></p><p><em>Plants</em></p><p><em>Vermin</em></p><p></p><p>That's 15 classes or types. Who has a poor Fort save?</p><p>Bards</p><p>Rogues</p><p>Sorcerers</p><p>Wizards</p><p>...for monster types:</p><p><em>Aberrations</em></p><p><em>Constructs</em></p><p><em>Fey</em></p><p><em>Most Humanoids</em></p><p><em>Oozes</em></p><p><em>Plants</em></p><p><em>Undead</em></p><p></p><p>That's 12 classes or types, but for all practical purposes you can take out constructs and undead because <em>slay living</em> doesn't affect them. So it's really only <strong>10</strong> types that Fort saves are really effective against.</p><p></p><p>Also, most games I've seen just don't use too many fey, and I've never played in a game without tons of magical beasts as enemies, but that's entirely dependent upon the dm's choice in monsters.</p></blockquote><p></p>
[QUOTE="the Jester, post: 849087, member: 1210"] Hmm, I mostly like the changes, although I'm dubious of the [i]hold[/i] changes. I like the changes to [i]harm[/i]- I've been giving a Will save for the damage of an [i]inflict crits[/i] for a long time. I like the change to [i]haste,[/i] and since it now affects multiple targets I think it balances out. I think [i]harm[/i] will now be well-balanced with other 6th-level spells. Despite what some seem to think, the fact that it's a Will save is a winning deal when you stack it up against [i]slay living[/i]. Think about it: who has a poor Will save? Barbarians Fighters Paladins Rangers Rogues ...far more importantly: [i]Animals Constructs Elementals Giants Most humanoids Magical beasts Oozes Plants Vermin[/i] That's 15 classes or types. Who has a poor Fort save? Bards Rogues Sorcerers Wizards ...for monster types: [i]Aberrations Constructs Fey Most Humanoids Oozes Plants Undead[/i] That's 12 classes or types, but for all practical purposes you can take out constructs and undead because [i]slay living[/i] doesn't affect them. So it's really only [b]10[/b] types that Fort saves are really effective against. Also, most games I've seen just don't use too many fey, and I've never played in a game without tons of magical beasts as enemies, but that's entirely dependent upon the dm's choice in monsters. [/QUOTE]
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[Dragon] #307 - 3.5 Changes: Some we know, some we don't...
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