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<blockquote data-quote="Spatzimaus" data-source="post: 324121" data-attributes="member: 3051"><p>I didn't give it a save, because the problem isn't the no-save, it's that touch attacks (which almost never have saves) are too good in general, especially against most non-human monsters (the ones with only Natural Armor to save them). Nerf Harm, and people will just use Otto's Irresistible Dance.</p><p></p><p>So, here are some changes:</p><p></p><p>1> Anyone taking damage while "carrying" a touch attack must make a Concentration check (as if casting the spell) to avoid losing it. A natural 1 on this check means you accidentally hit yourself (automatically failing SR as well).</p><p>(Readied actions and AoOs will now prevent a lot of touch spells from landing)</p><p>2> Harm, as the ultimate negative-energy spell, gains the EVIL descriptor. Heal, as the ultimate positive-energy spell, gains the GOOD descriptor (same for Mass Heal). Remember that Good Clerics/Druids can't cast Evil spells and vice versa.</p><p>3> Currently, Base AC is 10 for all creatures, and most just add a size penalty and Natural Armor on to that. Go back and change the big-NA monsters to have half be NA and half be a higher Base AC.</p><p>Example: dragon with 16 Natural Armor would now be Base AC of 18 and 8 NA. No ability allows you to bypass Base AC. Against a touch attack he'd still have a good AC that way. Instead of half across the board, vary it a bit by monster type.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 324121, member: 3051"] I didn't give it a save, because the problem isn't the no-save, it's that touch attacks (which almost never have saves) are too good in general, especially against most non-human monsters (the ones with only Natural Armor to save them). Nerf Harm, and people will just use Otto's Irresistible Dance. So, here are some changes: 1> Anyone taking damage while "carrying" a touch attack must make a Concentration check (as if casting the spell) to avoid losing it. A natural 1 on this check means you accidentally hit yourself (automatically failing SR as well). (Readied actions and AoOs will now prevent a lot of touch spells from landing) 2> Harm, as the ultimate negative-energy spell, gains the EVIL descriptor. Heal, as the ultimate positive-energy spell, gains the GOOD descriptor (same for Mass Heal). Remember that Good Clerics/Druids can't cast Evil spells and vice versa. 3> Currently, Base AC is 10 for all creatures, and most just add a size penalty and Natural Armor on to that. Go back and change the big-NA monsters to have half be NA and half be a higher Base AC. Example: dragon with 16 Natural Armor would now be Base AC of 18 and 8 NA. No ability allows you to bypass Base AC. Against a touch attack he'd still have a good AC that way. Instead of half across the board, vary it a bit by monster type. [/QUOTE]
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