I know I'm not RangerWickett, but, I have some feedback and suggested andwers for these questions.
astriemer said:
Couple of thoughts, some of which I think were touched on in the Questions for the Designer thread, but might ought to go into the fixes.
1a) Abjure X. Damage Reduction, Greater. The 3.5 rules do allow for multiple GDRs (such as Good and Adamantine) so change the limitation that it can only be taken once to only twice. Should you specify that frivolous materials cannot be taken? "DR 5/cotton candy" for example.
1b) Abjure X. Add a way to get DR X/- effects.
Good idea. Should be fixed. Personally, I'd suggest an even cheaper way of adding DR X/Blah OR Blablah, like many outsiders have (This is Greater DR but with 2 penetration options, thus, cheaper.)
2) Abjure Death - a mention that it would stop negative energy damage (from core d20 spells), and perhaps a conversion for hp to level (like trade 5 hp of protection to prevent 1 level drain or something like that).
Also a good idea! I think this was spelled out in the origional EoM, but it needs to be here, too.
3) Divination - add a way for this or some other skill/list (infuse?) to grant a feat temporarily (in particular weapon proficencies, though there are a few d20 core spells that add other feats as well such as cleave)
This would be very hard to do fairly, given thatyou'd need to come up with pricing for each feat, or a guideline for costing them. Not all feats are created equally, and some are just better than others. Which would you rather gain with a 3MP spell, Dodge, or Spring Attack? Making someone pay for each feat the new one requires (that they don't already have) and infuse your ability scores up to meet the prereq's could be a start, but this idea would need to be thoroughly tested for balance issues, even though it's a great one.
4a) Evoke Space - add the major effect: affects both planes simultaneously
4b) Evoke X - add comment that alternate dice can be extrapolated if desired based on average damage?
4c) Evoke X - add comment that spell can be made area effect and no save by reducing the damage by 1/2 when creating spell (e.g., a 3 MP spell gives 4d6 damage with either an attack roll or save for 1/2; or a 3 MP spell can give 2d6 damage no save and no attack required.)
A, I agree with. Evoke Space should be the Evoke Force that effects inanimate objects, too. B, I don't understand. C, why bother restricting it to AoE spells? All this does is trump Evasion at the cost of reducing damage to all. Isn't that balanced, even on a ray?
5) Move Death - example has at reduce level 1 metal becoming dirt (which should be becoming stone...or remove stone level).
I noticed that myself. There's a slightly screwey example under Enhance Skills in Infuse [Element] too. Infuse Water 3 gives 12, not 8. But that's nit-picky.
6) Move Force - perhaps add an enhancement that allows the spell to be used for attacks (ala Spiritual Weapon).
As I suggested in my EoM Houserules thread, I think you should be able to do this. I'd also like to see it clarafied if you can either move objects or perform combat maneuvers, or both, with one casting of Move Force? If both, the spell is exceedingly useful.
7) Scry Special Vision - add guidelines of how to get other senses (Scent, tremorsense, etc.)
Good idea. I'd like to see this.
8) Transform - add a way to add a template to creatures (when transoforming into a completely different creature this is no problem just add the template CR adjustment to the new creature form, but if adding a template to an existing creature (such as the caster) make the cost related to Level Adjustment perhaps to balance the effectiveness for PCs).
YES! I'd kill small puppies to get this in there. Metaphores aside, I'd muchly enjoy this option, or at least guidelines on Transform other than simply the sizing mods (which is a GREAT start, but not enough.)
9) Core d20 spells are frequently limited in effect (for example only granting an attack bonus and not a damage bonus as is normal for infuse force). Include a mechanic (in errata or LA) for allowing a way to take that into effect. We discussed earlier that it isn't much of a limitation for mages who can change their spells on the fly, but couldn't it apply to signature spells somehow as those can't be changed on the fly.
What if I want a +2 to Fort saves, but not Reflex and Will? What if all I need is a static bonus to damage? If anything, this makes making magic items very interesting, as you can customize to your heart's content. Very cool idea. I like muchly.
Then a couple of questions regarding "why you did it that way."
1) Infuse that grants a Strength bonus you double the bonus on, why?
2) Evoke Death doesn't do double damage on a crit, yet most of the d20 effects that create similar effects do, why not for EoM?
I can try to field these... 1, Because there's cheap ways of purchasing effects that simply grant Climb/Fly/Swim speeds, making rolling pointless. But if you can get +24 to Jump from a 3MP spell, it's worth it again.
2, Consistancy. You only have a chance to crit when you make a touch attack, and you could easily have AoE Level Drain. It's not a
bad idea, it's just not been implamented. Double all numeric effects on a crit? Rounds of stunning? Etc? Should this be just a Death thing, or are we beefing up all Evoke spells?
And one clarification question.
1) Abjure Life, will this provide the "Other" bonus on Table 3.3 (and others) for most living creatures...thus giving a better bonus than Nature while still affecting most creatures (not undead, elementals, and constructs)?
Yes?
- Kemrain your Friendly Neighborhood Not-RangerWickett.