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<blockquote data-quote="Cheiromancer" data-source="post: 3033723" data-attributes="member: 141"><p>I am really excited to see this project come to light, Sep. I know you've been working on it for a while. Your design insights are brilliant- I really like the replacement of hit point damage with Constitution damage in the backlash factor. (You haven't listed the factors yet, but you've alluded to this one). It prevents some of the <em>heal</em> cheese that standard backlash can involve. The use of *all* turning or bardic music instead of a specified number also prevents min-maxing cheese. Some comments/questions on the seeds:</p><p></p><p>Re <strong>Animate Dead</strong>:</p><p></p><ul> <li data-xf-list-type="ul">I find the wording confusing. The various exceptions and conditions relating to the number of HD that can be controlled take a few readings to assimilate. <br /> </li> <li data-xf-list-type="ul">I don't know what the "similar" in "For each additional 2HD of similar undead created" means. <br /> </li> <li data-xf-list-type="ul">I wonder why the CR of exotic undead is not included in the formula. A powerful (nontemplated) undead with relatively low hit dice could have one cost. Then if a template is reversed engineered the cost might suddenly increase. <br /> <em>I have drafted a variation in a subsequent post.</em></li> </ul><p></p><p>Re <strong>Call</strong></p><p></p><ul> <li data-xf-list-type="ul">I am eager to see how this works in <em>Bind Graz'zt</em>. As it is it seems that "unique creatures with great status (such as demon princes) may ignore the calling effect of this spell altogether if they so choose." Which makes it kind of useless.<br /> </li> <li data-xf-list-type="ul">I don't know if the Special entry overrides this ability to ignore a call. I suspect it does, or the reference to the <em>reveal</em> seed doesn't make much sense. Does the +60 factor implicitly include the <em>compel</em> seed?</li> </ul><p></p><p>Re <strong>Destroy</strong></p><p></p><ul> <li data-xf-list-type="ul">I would suggest that the damage after a successful save be 1/8 the damage if the save is failed. That way a +20 to the spellcraft prerequisite has approximately the same effect as just taking the seed twice. A way of boosting only the damage on a failed save would be nice. It could be a way of making a "no save" damaging effect; one that would be quite expensive, of course. Maybe +2 DC to increase the save damage by 1d6? To make a 40d6 no save disintegrate would then cost a whopping +92.</li> </ul><p></p><p>Re <strong>Divination</strong></p><p></p><ul> <li data-xf-list-type="ul">I think the "For each additional question posed, increase the Spellcraft Prerequisite by +2." in the third bullet point is superfluous. <br /> <em>My mistake: I misread the ability.</em></li> </ul><p></p><p>Re <strong>Fortify</strong></p><p></p><ul> <li data-xf-list-type="ul">I don't know what you mean by "the final Spellcraft Prerequisite". Is this the mitigated or unmitigated spellcraft prerequisite? Do you count other factors too?</li> </ul><p></p><p>Re <strong>Summon</strong></p><p></p><ul> <li data-xf-list-type="ul">Can you use this to call unique creatures? What happens if you summon Graz'zt and he is killed? (I had always thought of the spell as creating a temporary instance of the creature, not actually plucking it from where it was. More like creation than calling. )</li> </ul><p></p><p>Re <strong>Polymorph</strong></p><p></p><ul> <li data-xf-list-type="ul">I notice that if a humanoid is polymorphed into another humanoid, all his gear merges with his new form. That seems odd. <br /> <em>I guess it *does* piggyback on the revised polymorph, but it is still odd!</em></li> </ul><p></p><p>I am eager to see the rest of the chapters!</p><p></p><p>[edit]I have expanded on (or retracted) a few comments above, in <em>italics</em></p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3033723, member: 141"] I am really excited to see this project come to light, Sep. I know you've been working on it for a while. Your design insights are brilliant- I really like the replacement of hit point damage with Constitution damage in the backlash factor. (You haven't listed the factors yet, but you've alluded to this one). It prevents some of the [i]heal[/i] cheese that standard backlash can involve. The use of *all* turning or bardic music instead of a specified number also prevents min-maxing cheese. Some comments/questions on the seeds: Re [b]Animate Dead[/b]: [list][*]I find the wording confusing. The various exceptions and conditions relating to the number of HD that can be controlled take a few readings to assimilate. [*]I don't know what the "similar" in "For each additional 2HD of similar undead created" means. [*]I wonder why the CR of exotic undead is not included in the formula. A powerful (nontemplated) undead with relatively low hit dice could have one cost. Then if a template is reversed engineered the cost might suddenly increase. [i]I have drafted a variation in a subsequent post.[/i][/list] Re [b]Call[/b] [list][*]I am eager to see how this works in [i]Bind Graz'zt[/i]. As it is it seems that "unique creatures with great status (such as demon princes) may ignore the calling effect of this spell altogether if they so choose." Which makes it kind of useless. [*]I don't know if the Special entry overrides this ability to ignore a call. I suspect it does, or the reference to the [i]reveal[/i] seed doesn't make much sense. Does the +60 factor implicitly include the [i]compel[/i] seed?[/list] Re [b]Destroy[/b] [list][*]I would suggest that the damage after a successful save be 1/8 the damage if the save is failed. That way a +20 to the spellcraft prerequisite has approximately the same effect as just taking the seed twice. A way of boosting only the damage on a failed save would be nice. It could be a way of making a "no save" damaging effect; one that would be quite expensive, of course. Maybe +2 DC to increase the save damage by 1d6? To make a 40d6 no save disintegrate would then cost a whopping +92.[/list] Re [b]Divination[/b] [list][*]I think the "For each additional question posed, increase the Spellcraft Prerequisite by +2." in the third bullet point is superfluous. [i]My mistake: I misread the ability.[/i][/list] Re [b]Fortify[/b] [list][*]I don't know what you mean by "the final Spellcraft Prerequisite". Is this the mitigated or unmitigated spellcraft prerequisite? Do you count other factors too?[/list] Re [b]Summon[/b] [list][*]Can you use this to call unique creatures? What happens if you summon Graz'zt and he is killed? (I had always thought of the spell as creating a temporary instance of the creature, not actually plucking it from where it was. More like creation than calling. )[/list] Re [b]Polymorph[/b] [list][*]I notice that if a humanoid is polymorphed into another humanoid, all his gear merges with his new form. That seems odd. [i]I guess it *does* piggyback on the revised polymorph, but it is still odd![/i][/list] I am eager to see the rest of the chapters! [edit]I have expanded on (or retracted) a few comments above, in [i]italics[/i] [/QUOTE]
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