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General Tabletop Discussion
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How should Modify Spell be made less overpowered?
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<blockquote data-quote="Bacon Bits" data-source="post: 9009170" data-attributes="member: 6777737"><p>For quite awhile, I've had the opinion that losing concentration when being damaged is a mechanic that should apply to NPCS, not PCs. The other effects are fairly narrow.</p><p></p><p>My biggest issue is then (a) that only Wizards can eliminate damage ending concentration when I would rather it be a divine ability, and (b) that only Wizards can spend money to improve class abilities (i.e., Craft Spell). Thematically that makes sense. But it's a lot.</p><p></p><p>My initial response was that it should not be a ritual, but that was before being reminded that rituals can't be upcast. It's specifically not allowed. I'm now of the opinion that Modify Spell is basically fine. Maybe it should have a different cast time but I don't think it's a huge deal.</p><p></p><p>Edit: There's one element that I forgot to add. The primary spellcasters, especially Wizard, are extremely difficult to evaluate because <em>spells</em> need significant fixes. Polymorph and summon spells need to be fixed. Templates are the correct approach, but the examples given so far have been so laughably underpowered it makes you wonder if they have read the Monster Manual at all. Spells over level 6 need a widespread overhaul, too, as they're the primary reason the game still falls apart at those levels. Reaction spells dominate play at all levels, too. Did you know that in the entire game there are only <em>nine</em> spells you can cast as a reaction? Why are they such a fixture if they're such a short list? So I don't really know how to say if the new Wizard is balanced. But I like the flavor it has!</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 9009170, member: 6777737"] For quite awhile, I've had the opinion that losing concentration when being damaged is a mechanic that should apply to NPCS, not PCs. The other effects are fairly narrow. My biggest issue is then (a) that only Wizards can eliminate damage ending concentration when I would rather it be a divine ability, and (b) that only Wizards can spend money to improve class abilities (i.e., Craft Spell). Thematically that makes sense. But it's a lot. My initial response was that it should not be a ritual, but that was before being reminded that rituals can't be upcast. It's specifically not allowed. I'm now of the opinion that Modify Spell is basically fine. Maybe it should have a different cast time but I don't think it's a huge deal. Edit: There's one element that I forgot to add. The primary spellcasters, especially Wizard, are extremely difficult to evaluate because [I]spells[/I] need significant fixes. Polymorph and summon spells need to be fixed. Templates are the correct approach, but the examples given so far have been so laughably underpowered it makes you wonder if they have read the Monster Manual at all. Spells over level 6 need a widespread overhaul, too, as they're the primary reason the game still falls apart at those levels. Reaction spells dominate play at all levels, too. Did you know that in the entire game there are only [I]nine[/I] spells you can cast as a reaction? Why are they such a fixture if they're such a short list? So I don't really know how to say if the new Wizard is balanced. But I like the flavor it has! [/QUOTE]
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How should Modify Spell be made less overpowered?
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