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[Elements Revised] Spell list fixes - proposed
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<blockquote data-quote="Kemrain" data-source="post: 1900742" data-attributes="member: 12153"><p>Shore! RW ain't doin it (Having a life can do that), so I figgered I should step up.</p><p></p><p>That's the idea. I mean, how easy is it to bypass DR X/Magic? It makes DR useful and fairly cheap, plus it goves you all that Outsider-y Goodness.</p><p></p><p></p><p>My idea exactly. Could be interesting. I'd like to see it written up.</p><p></p><p>The same average doesn't make them the same at all. 1d2+3 does the same <strong>average</strong> damage as 1d6, but it's clearly not even similar. The probability curves are very different. 1d4+1 has a lower max, by a point, and a minimum of 2. The high minimum makes it just plain better- I don't see a reason to <strong>ever</strong> roll 1d6 if I can do 1d4+1. Higher minimum is "teh good."</p><p></p><p>I personally don't like to see Magic Missile used as an example of anything but an overpowered spell, but, that's me... I don't know if making the Evasion ability effectively useless (and Improved Evasion completely useless) is fair. Wouldn't it just be better to Evoke Time and force a Will Save, or Death and force a Fort save?</p><p></p><p>I know you agreed with me, but I dont' feel done. Feel free to skip over the next part if you don't care to read it. It's 100% optional and for my benefit, not to cause trouble.</p><p></p><p>[spoiler]Strength only effects 3 skills, and you can magically reduce each of them to complete uselessness. Divination suppliments Knowledge, but it's too costly and time consuming to completely do away with Knowledges that way. Illusion gives you a bonus to Hide, Move, Disguise and the like, but it doesn't render them useless by any means. You can, and <strong>should</strong> hide and move silently while invisible. Spider climb, on the other hand, prevents you from having to ever make a Climb check, as long as the spell lasts. Why jump when you can fly with perfect maneuverability? Swim with a Swim Speed, taking 10 even around hazards... Strength Skill boosts are kinda worthless if you <strong>don't</strong> get doubled bonuses.[/spoiler]</p><p></p><p>I feel better...</p><p></p><p>Consistancy in the EoMr rules would mean that only HP damage is multiplied on a critical hit. Stat Damage, while it's called damage, isn't the same, and Negitive Levels aren't even <strong>called</strong> damage. I think things are simpler if we avoid the doubling of other effects, but that's me. I wouldn't flip out ifit were included, but it would make Evoke Death the <strong>bestest Evoke <em>EVAR</em></strong>!</p><p></p><p></p><p></p><p>Heehee! I aim to please. (Ain't my fauly my aim's so poor!)</p><p></p><p>- Kemrain the Amusing.</p></blockquote><p></p>
[QUOTE="Kemrain, post: 1900742, member: 12153"] Shore! RW ain't doin it (Having a life can do that), so I figgered I should step up. That's the idea. I mean, how easy is it to bypass DR X/Magic? It makes DR useful and fairly cheap, plus it goves you all that Outsider-y Goodness. My idea exactly. Could be interesting. I'd like to see it written up. The same average doesn't make them the same at all. 1d2+3 does the same [b]average[/b] damage as 1d6, but it's clearly not even similar. The probability curves are very different. 1d4+1 has a lower max, by a point, and a minimum of 2. The high minimum makes it just plain better- I don't see a reason to [b]ever[/b] roll 1d6 if I can do 1d4+1. Higher minimum is "teh good." I personally don't like to see Magic Missile used as an example of anything but an overpowered spell, but, that's me... I don't know if making the Evasion ability effectively useless (and Improved Evasion completely useless) is fair. Wouldn't it just be better to Evoke Time and force a Will Save, or Death and force a Fort save? I know you agreed with me, but I dont' feel done. Feel free to skip over the next part if you don't care to read it. It's 100% optional and for my benefit, not to cause trouble. [spoiler]Strength only effects 3 skills, and you can magically reduce each of them to complete uselessness. Divination suppliments Knowledge, but it's too costly and time consuming to completely do away with Knowledges that way. Illusion gives you a bonus to Hide, Move, Disguise and the like, but it doesn't render them useless by any means. You can, and [b]should[/b] hide and move silently while invisible. Spider climb, on the other hand, prevents you from having to ever make a Climb check, as long as the spell lasts. Why jump when you can fly with perfect maneuverability? Swim with a Swim Speed, taking 10 even around hazards... Strength Skill boosts are kinda worthless if you [b]don't[/b] get doubled bonuses.[/spoiler] I feel better... Consistancy in the EoMr rules would mean that only HP damage is multiplied on a critical hit. Stat Damage, while it's called damage, isn't the same, and Negitive Levels aren't even [b]called[/b] damage. I think things are simpler if we avoid the doubling of other effects, but that's me. I wouldn't flip out ifit were included, but it would make Evoke Death the [b]bestest Evoke [i]EVAR[/i][/b]! Heehee! I aim to please. (Ain't my fauly my aim's so poor!) - Kemrain the Amusing. [/QUOTE]
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[Elements Revised] Spell list fixes - proposed
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