ruleslawyer said:You seriously think that Reactive Counterspell is overpowered? I actually tend to think that RC should have been incorporated as a core rule into the counterspelling rules. As it stands, it is much, much more effective to shut down an opposing spellcaster using a damaging spell (which can either incapacitate the caster entirely, or force a Concentration check with a nice inflated DC) than to counterspell.
Beholder Bob said:Hey folks, do you think an xth level character from one world tends to be more powerful then fellows from another? Are forgotten realms characters tougher then the guys from GH? More magic items or overpowerd spells available? Better stat generation methods? Honest, which is more powerful.
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Gez said:But you (the caster) don't benefit from this spell. You are among its target only as the center of the area, not as a recipient of its effect.
I'm not disagreeing about that Lu. Hell I'd be the first to step in line to get a few of these spells fixed so that they ARE useable. But what I have a problem with regarding Dink's complain is Sacred Journey. You know the spell. It's one a paladin should be able to use much like any other. Should it be used a lot? No. But I feel it's a perfectly decent spell for its level. Dink's PROBLEM was he didn't figure on how it would affect his game with undead. That's where I have a problem is because of that, he views that spell as bad as opposed to say Illjam fire or Multiplicy(sp).LuYangShih said:Nightfall, get over it. The fact is Relics And Rituals does have several broken spells. Other DMs have also voiced displeasure with the product. In fact, I have seen more complaints about Relics And Rituals than any other similar book on the market. At the very least, you need to modify a few of the spells, or outright ban them, to maintain balance.
Perhaps. But the only thing I'm defensive about is Dink's assertion that Sacred Journey is broken. The other spells I can deal with. I do appreciate you find my reviews at least semi non-biased.LuYangShih said:You are usually quite accurate in your review of books, but you are obviously biased when it comes to material tied to your favorite setting. I am sure that if the book did not have that association, you would be far less defensive or forgiving of it.
Dr. Strangemonkey said:I don't know much about bring down the moon. Strikes me as potentially no more unbalancing than a variety of 'remove from play' items and effects.
DMScott said:I think it's been established in various rulings that you are your own ally. What's worth noting about Bring Down The Moon is it's fairly restricted on when you can cast it (at night with the moon in the sky), you can only cast it once in a 24 hour period, you have to burn a feat to get the spell (since it's Exotic), and it has both a duration (1 minute per level) and an area of effect in which the spell effects apply. It's a nice buff-up spell before facing a major bad guy, if you defeat his underlings at the right time and in the right location, but it's really not that special compared to wish-type spells.
But Modify Spell seems to me to be very balanced. Keep in mind that, while it is more flexible, if you were using it in 3e you would essentially be getting 1.5 fireballs for the price of 2 fireballs.
Hear hear!Hjorimir said:As FR has had the most supplements produced you will find those characters are the most powerful. Each supplement creates rules/power bloat as the respective authors strive to bring something bigger/better/faster/more to entice players and DMs alike to purchase the respective book.
The splat books (Sword and Fist, etc.) are perfect examples of rules bloat in action. Take those and toss in Magic of Faerun and you're off to the races. Rules bloat was so bad that when I converted to 3.5 I used that as a good time to eliminate all non-core material (only allowed material from the three core books) and nothing else.