ValhallaGH
Explorer
TS and 4E came across the same phenomenon, namely that damage is vastly easier to balance than "he fails his save and loses". HP are characters' story protection, and that holds true on both sides of the screen. Having a whole other mechanic that completely bypasses that protection and devolves it to the level of a coin flip (albeit with a wider variable) just feels odd, especially when it's a standard combat ability.Hmm. I suppose, it seems the majority of your spells are damage based, and I guess that is a bit of a conflict of interest to me because I tend to focus primarily on the other spells which I can either do creative things with or things that are effective not-based on damage. The fact that they were turned into standard damage dealers was one of the things I disliked most about 4e.
*shrug*
That's similar to a comic book character being able to pull out a jar of Wite-Out and erase Superman (or Spiderman or Batman or whoever) from the rest of the pages, thereby killing the character in-universe. Because he had a jar of Wite-Out.
4E simply tied things to existing combat mechanics. TS is keeping the effects, but making them dependent upon relative levels of story protection; anything that can do what you can do is largely unaffected because he's too important to the scene / story. A hard-coded DM fiat, which I have no problem with when used responsibly (as it seems to be used here).
You're certainly clever enough to mull that through, so I'll not belabor the point further. I am curious how you choose to respond.
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