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<blockquote data-quote="Gadget" data-source="post: 6028812" data-attributes="member: 23716"><p>You know, this makes sense from a 'realism' or situationist point of view, but I really don't want to go too far down the 'realism' rat hole on this. It is a nice generality that merely requires a side note to explain that certain <em>specific</em> things can overcome according to GM adjudication. Yes, the poison milked from fangs of the world serpent can overcome a dwarf's poison immunity; and yes the devastating maelstrom of the Ancient Red Dragon's breath is enough to blow out your average fire elemental. It may be that we do indeed a more complex system, but I'm not sure I want to see another sub-system and/or charts cluttering up the game to make sure most of the 'corner cases' are handled. </p><p></p><p></p><p></p><p>Your last sentence is the almost the very definition of the old <em>Quadratic Wizard, Linear Fighter </em>saying. If we are to return to a vancian or semi-vancian model as the default for the base magic user, this needs to be considered. Wizard's get higher level spells in part to help offset the lower level spell's loss of potency. It may be that <em>Bounded</em> <em>Accuracy</em> will help lower level spells stay relevant longer, but there is still the tried and true method of using your lower level slots for utility and defence, <em>Comprehend Languages</em> doesn't really need to scale. In any event, auto scaling of spells needs to be critically reviewed and perhaps taken out back and shot, or at least severely curtailed. If you want the spell to scale, prepare it in a higher level slot. </p><p></p><p>As for Hit Point Thresholds, it is obviously a work and progress, but something needed to be done about the second big problem with the vancian spell model: The ever popular <em>Save or Die </em>(And it's more common cousin <em>Save or Suck</em>). Reigning in the ability to make one's spells more difficult to save against and the ability to push one's save into the stratosphere would go a long way, but there probably needs to be more done. With thresholds, your spells can be pretty reliable against mooks and those that should be affected, yet not one-shot the dragon. This may have the side benefit of needing less immunities and spell resistance on any 'Boss' monster you wanted to last more than a round or two at mid to high levels, thereby not making the whole magical 'arms race' quite as bad as in some editions. </p><p></p><p>Having said that, there is a lot of work to do to make these solutions viable, and I sense that they might be concentrating on other things at the moment, rather tan the details of the spells.</p></blockquote><p></p>
[QUOTE="Gadget, post: 6028812, member: 23716"] You know, this makes sense from a 'realism' or situationist point of view, but I really don't want to go too far down the 'realism' rat hole on this. It is a nice generality that merely requires a side note to explain that certain [I]specific[/I] things can overcome according to GM adjudication. Yes, the poison milked from fangs of the world serpent can overcome a dwarf's poison immunity; and yes the devastating maelstrom of the Ancient Red Dragon's breath is enough to blow out your average fire elemental. It may be that we do indeed a more complex system, but I'm not sure I want to see another sub-system and/or charts cluttering up the game to make sure most of the 'corner cases' are handled. Your last sentence is the almost the very definition of the old [I]Quadratic Wizard, Linear Fighter [/I]saying. If we are to return to a vancian or semi-vancian model as the default for the base magic user, this needs to be considered. Wizard's get higher level spells in part to help offset the lower level spell's loss of potency. It may be that [I]Bounded[/I] [I]Accuracy[/I] will help lower level spells stay relevant longer, but there is still the tried and true method of using your lower level slots for utility and defence, [I]Comprehend Languages[/I] doesn't really need to scale. In any event, auto scaling of spells needs to be critically reviewed and perhaps taken out back and shot, or at least severely curtailed. If you want the spell to scale, prepare it in a higher level slot. As for Hit Point Thresholds, it is obviously a work and progress, but something needed to be done about the second big problem with the vancian spell model: The ever popular [I]Save or Die [/I](And it's more common cousin [I]Save or Suck[/I]). Reigning in the ability to make one's spells more difficult to save against and the ability to push one's save into the stratosphere would go a long way, but there probably needs to be more done. With thresholds, your spells can be pretty reliable against mooks and those that should be affected, yet not one-shot the dragon. This may have the side benefit of needing less immunities and spell resistance on any 'Boss' monster you wanted to last more than a round or two at mid to high levels, thereby not making the whole magical 'arms race' quite as bad as in some editions. Having said that, there is a lot of work to do to make these solutions viable, and I sense that they might be concentrating on other things at the moment, rather tan the details of the spells. [/QUOTE]
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