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*Pathfinder & Starfinder
Forbiddance does what exactly?
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<blockquote data-quote="Arthedain" data-source="post: 2145096" data-attributes="member: 17748"><p>I'm currently planing on running CotSQ pretty soon, and I was somewhat annoyed by the changes that were made from 3.0 to 3.5. The damage is increased, but the spell no longer keeps enemies out. "What use is that? 6d6 or 12d6 damage, will save for half? I don't think a high level party will have any trouble with that obstacle."</p><p></p><p>Well, I thought about it some more, and here are my two cents...</p><p></p><p>* Party without a cleric, or otherwise with weak healing resources - Although CotSQ is a tough adventure, and a cleric is almost required, it should be possible to complete the adventure for a party without heavy healing resources. And 6d6 or 12d6 damage could be more than an annoyance for them. From the DMG, an average 17-18.level fighter has about 140 hp. With a will save of +7, and a save DC of what, 20-something, for Forbiddance, the average fighter will take somewhere around 40 hp of damage. That's not something to sneeze at. </p><p></p><p>* The spell no longer splits the party in two - Everyone who has been a DM has been there. The party breaks up, and this slows down the progress, and everyone gets less "stage-time". Personally I encourage my players to do what they fell is right, from a character perspective, but that still doesn't mean I hate DM'ing when the party splits in 2 or more groups. The point is, I think the change was made for just that reason - to make the game easier to run, even though it robbs the DM/bad guys (and sometimes the players) of a handy home-security-spell.</p><p></p><p>With regards to CotSQ I believe the Forbiddance spell is used to protect one of the final strongholds of the adventure's nemesis, and even though it is possible to dispel, it would mean that the last encounters of the adventure could become too difficult for the adventurers to handle.</p></blockquote><p></p>
[QUOTE="Arthedain, post: 2145096, member: 17748"] I'm currently planing on running CotSQ pretty soon, and I was somewhat annoyed by the changes that were made from 3.0 to 3.5. The damage is increased, but the spell no longer keeps enemies out. "What use is that? 6d6 or 12d6 damage, will save for half? I don't think a high level party will have any trouble with that obstacle." Well, I thought about it some more, and here are my two cents... * Party without a cleric, or otherwise with weak healing resources - Although CotSQ is a tough adventure, and a cleric is almost required, it should be possible to complete the adventure for a party without heavy healing resources. And 6d6 or 12d6 damage could be more than an annoyance for them. From the DMG, an average 17-18.level fighter has about 140 hp. With a will save of +7, and a save DC of what, 20-something, for Forbiddance, the average fighter will take somewhere around 40 hp of damage. That's not something to sneeze at. * The spell no longer splits the party in two - Everyone who has been a DM has been there. The party breaks up, and this slows down the progress, and everyone gets less "stage-time". Personally I encourage my players to do what they fell is right, from a character perspective, but that still doesn't mean I hate DM'ing when the party splits in 2 or more groups. The point is, I think the change was made for just that reason - to make the game easier to run, even though it robbs the DM/bad guys (and sometimes the players) of a handy home-security-spell. With regards to CotSQ I believe the Forbiddance spell is used to protect one of the final strongholds of the adventure's nemesis, and even though it is possible to dispel, it would mean that the last encounters of the adventure could become too difficult for the adventurers to handle. [/QUOTE]
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Forbiddance does what exactly?
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