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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How to fix the Silence Spell?
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<blockquote data-quote="The Souljourner" data-source="post: 2345450" data-attributes="member: 1622"><p>Ok, lemme ignore the fact that I don't think it's all that bad, and let's take a look at your solutions:</p><p></p><p>Make Silence a full round action. I think this is by far the best solution of the ones you've proposed. It has the least impact on the game in general, and kills the whole tactic dead.</p><p></p><p>Extend casting time of non-targeted version only. Too much of a hack. Nothing else works that way, I don't like making up entirely new rules paradigms like that.</p><p></p><p>Allow Will saves/SR for creatures in the area. This is just asking for trouble. How can you have some silence and not total silence? You're not stopping people from hearing, you're stopping them from producing sound. So, what, the people who succeed can make sound, but others can't? Can the one hear the other? What about things that aren't people, like a squeaky door? Too complicated.</p><p></p><p>Every Creature in the area is deafened. Ok... kinda works... except that it doesn't stop anyone outside the field from hearing what's in it.... now you can't use it to cover up the sound of the barbarian hacking down a door. I don't like the way it changes the usefulness of the spell... it makes it into an almost purely combat oriented spell.</p><p></p><p>Change readied actions - ug... no way. A sweeping rules change to fix one annoying spell? Overkill, you'll undoubtably end up screwing up something else you don't think of until 3 months down the line.</p><p></p><p>So... there's my analysis. Making it a full round action changes very little except to make it impossible to use with a readied action, which is exactly what you want.</p><p></p><p>-The Souljourner</p></blockquote><p></p>
[QUOTE="The Souljourner, post: 2345450, member: 1622"] Ok, lemme ignore the fact that I don't think it's all that bad, and let's take a look at your solutions: Make Silence a full round action. I think this is by far the best solution of the ones you've proposed. It has the least impact on the game in general, and kills the whole tactic dead. Extend casting time of non-targeted version only. Too much of a hack. Nothing else works that way, I don't like making up entirely new rules paradigms like that. Allow Will saves/SR for creatures in the area. This is just asking for trouble. How can you have some silence and not total silence? You're not stopping people from hearing, you're stopping them from producing sound. So, what, the people who succeed can make sound, but others can't? Can the one hear the other? What about things that aren't people, like a squeaky door? Too complicated. Every Creature in the area is deafened. Ok... kinda works... except that it doesn't stop anyone outside the field from hearing what's in it.... now you can't use it to cover up the sound of the barbarian hacking down a door. I don't like the way it changes the usefulness of the spell... it makes it into an almost purely combat oriented spell. Change readied actions - ug... no way. A sweeping rules change to fix one annoying spell? Overkill, you'll undoubtably end up screwing up something else you don't think of until 3 months down the line. So... there's my analysis. Making it a full round action changes very little except to make it impossible to use with a readied action, which is exactly what you want. -The Souljourner [/QUOTE]
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How to fix the Silence Spell?
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