kreynolds
First Post
Re: Re: Re: Re: Re: Evasion for Fortitude Saves?
Exactly. But Disintegrate is neither "Will partial" or "Fortitude half". Also, in the case of Disintegrate, there is no reduced damage. Either you die or you take damage. That's it. I know I'm just restating the obvious, and I know that you think to not allow Mettle to help reduce the damage caused by Disintegrate on a successful save would make the ability kinda lame, but I'll get to that in a sec.
The intent is pretty clear for me as well, in that it won't help against Disintegrate, but on the other hand, it might be better in reverse. Read on to see what I mean.
And a PrC ability from a splat book being kinda weak is a new thing? Nah.
It's possible that the intent was to reduce the damage caused by Disintegrate, but IMO, I don't think it was. Unless the spell says "Will partial" or "Fortitude half", it won't help, at least not in my games.
Also, there's a big difference between two spells that require a Fortitude save with the results being "Fortitude half" and Fortitude partial". Disintegrate is a pretty high level spell, and it makes sense that if you make your save, you're still gonna take some decent damage, and it makes sense that there's no way to reduce that damage. It is a seventh level spell after all.
No, taking into consideration spells that allow a Fortitude save for half damage, the ability works perfectly. Sure, there might not be that many spells like that in the Core Rules, but I attribute that more to a lack of pages and book space than those types of spells being rare. I've made many custom spells, plenty that are Fortitude half spells, most of them rays, and a good chunk of them are available in my games, both to PCs and NPCs, so it balances out. I noticed a lack of such basic spells in the core books and decided to expand the spell list. So, in my games, believe me, Mettle would help tremendously.
I see what you're saying though. If you use only the spells in the core books, Mettle is pretty weak.
But here's a small list of spells from Tome & Blood that are "Fortitude Half"...
Acid Orb, Cold Orb, Electricity Orb, Fire Orb, Great Shout (many different effects but one of the effects allows a Fort save for half damage), Ice Knife, Lesser Acid Orb, Lesser Cold Orb, Lesser Electric Orb, Lesser Fire Orb, Lesser Sonic Orb, and Sonic Orb.
I would like to note, however, that both Negative Energy Burst and Negative Energy Ray allow Will saves for half damage, and even though Mettle only helps against Will partial, I would extend that to Will half, as that seems to be the spirit of the ability. But like I said, in my opinion, there's a pretty big difference between "Fortitude half" and "Fortitude partial".
Here are a few spells from Defenders of the Faith that allow Fortitude half. Granted, there arent' many, but the list just keeps growing...
Blight (granted, it only applies to intelligent plants, but hey), Castigate, Divine Flame, and Divine Zephyr.
Here are a couple spells from Masters of the Wild that allow Fortitude half...
Creeping Cold, and Greater Creeping Cold.
And from the PH, here are some spells that allow Fortitude half...
Circle of Doom, Healing Circle (really only applies to undead and Forsakers), Horrid Wilting, Shatter (only applies to crystaline creatures, but hey, it's there).
And from Magic of Faerun, here are a couple that allow Fortitude half...
Crumble (applies to constructs, but hey), and Stone Shatter (also only applies to stone creatures, but hey).
So, there are some spells that would apply (not many, only 24 in total, and a few of those only apply towards weird creatures), but let me tell you, after a cursory check of these books, and these books alone, there are far more spells that are "Will half" and far fewer that are "Fortitude partial". I have to wonder too, if Mettle was meant to help against "Will half" and "Fortitude partial" instead of "Will partial" and "Fortitude half". If you do it the other way, as opposed to what's in the book, Mettle would actually be very helpful and quite useful without unbalancing the power of the ability. However, I'm still of the opinion that if you not only allow "Fortitude half" and "Will partial", but also include "Fortitude Partial" and "Will half", it would be far too useful and far too partial.
Looking at the ability, IMO, it would be far better if it helped against "Will half" and "Fortitude partial". Hell, there were at least 2 or 3 dozen spells in Magic of Faerun alone that allowed "Will half".
Anyhow, just my 2cp. (er, maybe that should be a bag full of copper)
hong said:Disintegrate has a save of "Fortitude partial". Mettle protects against spells that do "Will half", "Fortitude half" and _similar_ effects. If a spell does half damage on a successful save, that's a reduced effect as a result of the save.
Exactly. But Disintegrate is neither "Will partial" or "Fortitude half". Also, in the case of Disintegrate, there is no reduced damage. Either you die or you take damage. That's it. I know I'm just restating the obvious, and I know that you think to not allow Mettle to help reduce the damage caused by Disintegrate on a successful save would make the ability kinda lame, but I'll get to that in a sec.
hong said:Disintegrate doesn't kill you on a successful save, it has a reduced effect as a result of the save. The intent is pretty clear, IMO.
The intent is pretty clear for me as well, in that it won't help against Disintegrate, but on the other hand, it might be better in reverse. Read on to see what I mean.
hong said:Besides which, there just aren't that many spells that do precisely half damage on a successful Will/Fort save (inflict X wounds and horrid wilting being the ones that spring to mind), and Mettle wouldn't be worth it if it was limited this way.
And a PrC ability from a splat book being kinda weak is a new thing? Nah.

It's possible that the intent was to reduce the damage caused by Disintegrate, but IMO, I don't think it was. Unless the spell says "Will partial" or "Fortitude half", it won't help, at least not in my games.
Also, there's a big difference between two spells that require a Fortitude save with the results being "Fortitude half" and Fortitude partial". Disintegrate is a pretty high level spell, and it makes sense that if you make your save, you're still gonna take some decent damage, and it makes sense that there's no way to reduce that damage. It is a seventh level spell after all.
No, taking into consideration spells that allow a Fortitude save for half damage, the ability works perfectly. Sure, there might not be that many spells like that in the Core Rules, but I attribute that more to a lack of pages and book space than those types of spells being rare. I've made many custom spells, plenty that are Fortitude half spells, most of them rays, and a good chunk of them are available in my games, both to PCs and NPCs, so it balances out. I noticed a lack of such basic spells in the core books and decided to expand the spell list. So, in my games, believe me, Mettle would help tremendously.
I see what you're saying though. If you use only the spells in the core books, Mettle is pretty weak.
But here's a small list of spells from Tome & Blood that are "Fortitude Half"...
Acid Orb, Cold Orb, Electricity Orb, Fire Orb, Great Shout (many different effects but one of the effects allows a Fort save for half damage), Ice Knife, Lesser Acid Orb, Lesser Cold Orb, Lesser Electric Orb, Lesser Fire Orb, Lesser Sonic Orb, and Sonic Orb.
I would like to note, however, that both Negative Energy Burst and Negative Energy Ray allow Will saves for half damage, and even though Mettle only helps against Will partial, I would extend that to Will half, as that seems to be the spirit of the ability. But like I said, in my opinion, there's a pretty big difference between "Fortitude half" and "Fortitude partial".
Here are a few spells from Defenders of the Faith that allow Fortitude half. Granted, there arent' many, but the list just keeps growing...
Blight (granted, it only applies to intelligent plants, but hey), Castigate, Divine Flame, and Divine Zephyr.
Here are a couple spells from Masters of the Wild that allow Fortitude half...
Creeping Cold, and Greater Creeping Cold.
And from the PH, here are some spells that allow Fortitude half...
Circle of Doom, Healing Circle (really only applies to undead and Forsakers), Horrid Wilting, Shatter (only applies to crystaline creatures, but hey, it's there).
And from Magic of Faerun, here are a couple that allow Fortitude half...
Crumble (applies to constructs, but hey), and Stone Shatter (also only applies to stone creatures, but hey).
So, there are some spells that would apply (not many, only 24 in total, and a few of those only apply towards weird creatures), but let me tell you, after a cursory check of these books, and these books alone, there are far more spells that are "Will half" and far fewer that are "Fortitude partial". I have to wonder too, if Mettle was meant to help against "Will half" and "Fortitude partial" instead of "Will partial" and "Fortitude half". If you do it the other way, as opposed to what's in the book, Mettle would actually be very helpful and quite useful without unbalancing the power of the ability. However, I'm still of the opinion that if you not only allow "Fortitude half" and "Will partial", but also include "Fortitude Partial" and "Will half", it would be far too useful and far too partial.
Looking at the ability, IMO, it would be far better if it helped against "Will half" and "Fortitude partial". Hell, there were at least 2 or 3 dozen spells in Magic of Faerun alone that allowed "Will half".
Anyhow, just my 2cp. (er, maybe that should be a bag full of copper)

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