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How I Would Fix 3.5/Pathfinder
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<blockquote data-quote="billd91" data-source="post: 6217580" data-attributes="member: 3400"><p>And above a certain level, the chance of affecting the target dropped significantly and those save or die spells kind of sucked. 3e/PF pushed the pendulum too far in the direction of making them a dominating strategy. Time to push the pendulum back a bit. </p><p></p><p>1) I'd totally lift the caps on damage from damage spells - it served a purpose in 2e but that purpose is superseded by no limits on hit dice and con bonuses going to monsters. </p><p></p><p>2) I'd also boost weak saves from 1/3 hit dice to 1/2 hit dice just like the strong save and simply toss a +2 class bonus to any class's existing strong save to keep the same numbers in that column. </p><p></p><p>3) I'd also limit the amount a monster's hit dice can add to a save DC to 10 (similar to the way a spell's additive to the save DC is capped at 9).</p><p></p><p>4) I do like the cap on stats. I'd probably set it at 24 or 25 for PCs like the older editions. I have no problem with PCs investing in stat-boosting items and other magic. They could just have multiple routes to reach that max value.</p><p></p><p>5) I'd seriously consider dropping the bonuses given by size differences in monster design in half (except for Dim to Tiny).</p><p></p><p>6) I'd seriously reconsider some monster Constitution scores. I'm not sure so many monsters need +3 to +5 hit points or more per die.</p><p></p><p>EDIT</p><p>7) And just like I was mentioning above with Lwaxy, I'd probably attach a condition to each of the save or die spells that would apply if the target makes the save. Most wouldn't be a huge burden, but would still be helpful to the allies of the spellcaster who threw out the spell but failed to achieve full effect.</p><p></p><p>8) I'd have confusion include a save each round for the target. That is one <strong>annoying</strong> spell as it's written (and always has been the case). It's kind of a blessing for me as the GM for it to end early.</p></blockquote><p></p>
[QUOTE="billd91, post: 6217580, member: 3400"] And above a certain level, the chance of affecting the target dropped significantly and those save or die spells kind of sucked. 3e/PF pushed the pendulum too far in the direction of making them a dominating strategy. Time to push the pendulum back a bit. 1) I'd totally lift the caps on damage from damage spells - it served a purpose in 2e but that purpose is superseded by no limits on hit dice and con bonuses going to monsters. 2) I'd also boost weak saves from 1/3 hit dice to 1/2 hit dice just like the strong save and simply toss a +2 class bonus to any class's existing strong save to keep the same numbers in that column. 3) I'd also limit the amount a monster's hit dice can add to a save DC to 10 (similar to the way a spell's additive to the save DC is capped at 9). 4) I do like the cap on stats. I'd probably set it at 24 or 25 for PCs like the older editions. I have no problem with PCs investing in stat-boosting items and other magic. They could just have multiple routes to reach that max value. 5) I'd seriously consider dropping the bonuses given by size differences in monster design in half (except for Dim to Tiny). 6) I'd seriously reconsider some monster Constitution scores. I'm not sure so many monsters need +3 to +5 hit points or more per die. EDIT 7) And just like I was mentioning above with Lwaxy, I'd probably attach a condition to each of the save or die spells that would apply if the target makes the save. Most wouldn't be a huge burden, but would still be helpful to the allies of the spellcaster who threw out the spell but failed to achieve full effect. 8) I'd have confusion include a save each round for the target. That is one [b]annoying[/b] spell as it's written (and always has been the case). It's kind of a blessing for me as the GM for it to end early. [/QUOTE]
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