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General Tabletop Discussion
*Pathfinder & Starfinder
Feeblemind - Too Powerful or just a balance?
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<blockquote data-quote="Al'Kelhar" data-source="post: 1619794" data-attributes="member: 7884"><p><em>Feeblemind</em> is an all-or-nothing, or a "one-hit-to-kill" spell. If it works, your opponent's combat abilities are so compromised they may as well be taken out of the combat. There are plenty of other "one-hit-to-kill" spells at lower levels than 5th. <em>Hold person</em> (pre-3.5 nerf) is a good example, but many of the enchantments also fall into this category. So <em>feeblemind</em> is not unbalanced for its level - and here's the caveat - <em>when used by a PC against an NPC</em>. "One-hit-to-kill" spells are bad when used against PCs, but they usually only take you out of the combat, not the game, because generally your side wins the fight and the effect wears off or can be easily dispelled. On the other hand, because of the limited ways in which <em>feeblemind</em> can be removed, it in effect kills the character.</p><p></p><p>Note that arcane spellcasters can really be treated as "low save" classes for the purposes of <em>feeblemind</em>, because although Will is their best save, they don't generally have the ability score in Wis to make the most of it, and suffer a -4 penalty to their saves against the spell. <em>Feeblemind</em> is a mage-killer, and is used as such by - and against - my own wizard PC. What's food for the goose is food for the gander, of course.</p><p></p><p>On balance, I reckon <em>feeblemind</em> should be raised to 6th level, so at least characters who are likely to find themselves on the receiving end of one are also likely to have a clerical comrade around with access to <em>heal</em> to fix it after the battle (or at least the following day).</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 1619794, member: 7884"] [i]Feeblemind[/i] is an all-or-nothing, or a "one-hit-to-kill" spell. If it works, your opponent's combat abilities are so compromised they may as well be taken out of the combat. There are plenty of other "one-hit-to-kill" spells at lower levels than 5th. [i]Hold person[/i] (pre-3.5 nerf) is a good example, but many of the enchantments also fall into this category. So [i]feeblemind[/i] is not unbalanced for its level - and here's the caveat - [i]when used by a PC against an NPC[/i]. "One-hit-to-kill" spells are bad when used against PCs, but they usually only take you out of the combat, not the game, because generally your side wins the fight and the effect wears off or can be easily dispelled. On the other hand, because of the limited ways in which [i]feeblemind[/i] can be removed, it in effect kills the character. Note that arcane spellcasters can really be treated as "low save" classes for the purposes of [i]feeblemind[/i], because although Will is their best save, they don't generally have the ability score in Wis to make the most of it, and suffer a -4 penalty to their saves against the spell. [i]Feeblemind[/i] is a mage-killer, and is used as such by - and against - my own wizard PC. What's food for the goose is food for the gander, of course. On balance, I reckon [i]feeblemind[/i] should be raised to 6th level, so at least characters who are likely to find themselves on the receiving end of one are also likely to have a clerical comrade around with access to [i]heal[/i] to fix it after the battle (or at least the following day). Cheers, Al'Kelhar [/QUOTE]
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Feeblemind - Too Powerful or just a balance?
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