Elder-Basilisk
First Post
Felon said:Here's a good place to elaborate and thereby gain credible support for your thesis. Give us some bullet points explaining briefly and succinctly why the anibuffs are now near-worthless.
Would it help? If so, here you go.
- At mid-high levels, they are superceded by items.
-At low levels, they last for one combat--2 if you're lucky.
-In many low-level groups, they add less to the party than average first level spells:
Bless vs. Bull's Strength: The likely combat effect of a bull's strength 20 points of damage over 4 rounds (16 str, 6th level fighter on full attacks against AC 18); 8 points of damage for a 4th level fighter over the same period against AC 16. Note that the level 6 number is probably exaggerated since the fighter will probably not always make full attacks. The likely combat effects of Bless: bless (assuming 2 of the 6th level fighters and 2 characters with 14 str and +4 BAB against the same AC, bless nets an extra 16 or so points of damage over the same period (heavily approximated--the total does not include sneak attack
or any other kind of damage that secondary fighters usually have). Verdict: Bless is dramatically superior to Bull's Strength until the target of the bull's strength gains multiple attacks; then Bull's strength pulls up even.
Cat's Grace vs. Protection from Evil: Both grant +2 to AC (one is limited by alignment, the other by armor max dex bonus); Cat's Grace grants +2 to reflex saves only and +2 to ranged attacks; Prot Evil grants +2 resistance bonus to all saves against effects of evil creatures, and immunity to mental control as well as untouchability by summoned creatures. Verdict: Protection from evil is better for everyone except archers--and enjoys a much longer lifespan as a useful spell since the mental control and summoned creatures benefits are never made redundant.
-They are not comparable to decent 2nd level spells:
Mirror Image vs Cat's Grace: (using the 6th level fighter as a benchmark, if the 2 points of AC from Cat's grace take the wizard from AC 20 to AC 22, it saves the wizard 2.3 points of damage/round on average (10.9 to 8.6)--about 10 points of damage over 4 rounds; Mirror Image, OTOH, saves the wizard from about 19 points of damage over the same time frame (assuming 6 images) but that doesn't tell the whole story; the average 14 con 6th level wizard will have 31 hp and, with Cat's Grace, he will probably be below 0 in 3 rounds--especially if the fighter is using anything better than a longsword (assumed in my example); the odds of the fighter hitting the mirror imaged wizard three times (what's necessary to drop him) with six attacks, however, are probably a good deal lower than 50/50 (becaue if the fighter closes his eyes and guesses, he'll have to also guess which square the wizard is in; and even more significantly, the odds of the wizard going down in round one are much lower than the cat's graced wizard).
Bull's Strength vs. flaming sphere (assuming DC 17 against +4 reflex save, that's 18 points of damage at level 4--double what Bull's strength grants at that level; although the comparison doesn't look so good at 6th level Flaming Sphere is generally acknowledged to have a very short window of usefulness), Acid
Arrow (15 points of continual damage over three rounds at level 6; 10 points of continual damage at level 3 or 4--continual damage over a much shorter time span make this dramatically superior).
The effects of good 2nd level spells like Glitterdust, Web, Calm Emotions, and Hold Person (3e--3.5e doesn't qualify as a good 2nd level spell) is much harder to quantify so direct numerical comparisons between them and the animal buffs. However, Glitterust, Web, and Calm Emotions are able to singlehandedly change the course of a combat--something that the animal buffs can't ever do.
Disintegrate barely worthwhile? Heard it did ridiculous amounts of damage now. Ridiculous damage doesn't sound barely worthwhile. What's up with that?
For someone who complains about all emotion and no facts, your take on disintegrate is remarkably factless and full of emotion. The crunch has been done on this countless times on other threads but it doesn't usually make a difference.
So here you go.
3e Disintegrate: Targetted Saving throws
3.5e Disintegrate: Targets saves and Hit points. Thus instead of targetting one weakness, it is now only effective against targets with two weaknesses: low hit points and poor fort saves.
3e Disintegrate: Was often better than Destruction because it effected targets destruction couldn't.
3.5 Disintegrate: Is pretty much completely inferior to Destruction--who cares if it effects targets Destruction can't if it doesn't do much to them?
And after all that, the damage on the revised disintegrate only looks impressive compared to other direct damage spells. Assuming that it's 2d6/level, a clvl 12 disintegrate will inflict 84 points of damage on a successful touch attack and a failed fortitude save. Your typical 12th level wizard has 80 hit points (max lvl 1, 2.5 per level thereafter and an 18 con--starting con 14, +4 item or starting 16, +2 item, or starting 16 and a toad or some combination thereof). Thus disintegrate has only slightly better than a 50/50 chance of killing a wizard, assuming it hits and that the wizard fails his save. And every other possible target offers worse odds. In fact, given the anemic damage on a successful save, it is arguably inferior to Otiluke's Freezing Sphere (1d6/lvl damage--no save). At least you can hurt a dire tiger, fighter, or barbarian with Otiluke's.
Disintegrate is no longer a save or die but rather a damage spell. As a damage spell, its usefulness is vitiated by a save for almost nothing.
And I still haven't heard what the info source on the Spell Focus "nerf" is. I guess I can only assume nobody really knows where that rumor came from.
The source is Dungeon 100 statblocks, supposedly confirmed on Andy Collin's boards. And "nerf" doesn't need the sneer quotes. +1 to save DCs for a single school of spells instead of +2 is a definite nerf. (And it also decreases the effectiveness of every other DC increasing power or ability--which may be a good thing but IMO those abilities rather than Spell Focus were what needed toning down).
Hmm. Getting to be less of a thesis and more of a hypothesis. A thesis is based on cited research. This sounds more like speculation regarding Wizards' motives. Speculation is all good and well, as long as it's presented as such.
Thesis or hypothesis, Al's theory explains a lot. And his analysis of the result seems, to me, spot on.
I think attempting to design epic levels of play taught them more about how problematic "save-or-die" or uncapped spells are.
One might think that balance at epic levels is somewhat different than balance within the defined level 1-20 limit. And one would be correct. Unless they're incorporating the ELH into the core rules, problems that primarily crop up at epic levels are irrelevant to level 1-20 gameplay.
Reducing anibuff durations does not make the wizard too weak. Switching Disintegrate's effects from death to ridiculous damage is not weak. Things like d4 hit points make the wizard weak.
d4 hit points and poor BAB don't necessarily make the wizard weak. D4 hit points, poor BAB, and a weak spell list make the wizard weak. Unfortunately, all the evidence so far (including the spell spotlight wave of "would've been balanced at two levels lower" spells) points to 3.5e wizards having a weak spell list. As Al points out, it won't be a problem for people using overpowered supplements. But for wizards restricted to the Core Rules, it's a death knell.