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Immortal's Handbook continuation thread
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<blockquote data-quote="-Eä-" data-source="post: 769551" data-attributes="member: 471"><p>Greetings all! </p><p></p><p></p><p>Well... I thought it would be wise to give my stance on the saves issue.</p><p></p><p></p><p>1. There are far more ways to increase the DC of a spell than to increase the saves. Granted: You could get Divine Grace and multiclass like hell, but compared to spell power, ability bonuses (not only from items, but also temporary bonuses and the inherent bonuses), the means through which you may get bonuses to your saving throws are limited. </p><p></p><p>Take for instance the Red Wizard: the spell DC will surely outrank the saving throw bonuses, given a few levels. Even the more generic Archmage with its "mere" +6 spell power easily throws away most resistance.</p><p></p><p>I know taking prestige classes into the equation may be confusing by increasing the number of variables, but as a wizard, I would certainly look for ways to increase the DC to my saving throws. Maybe not as drastically as with the Red Wizard, but certainly enough to even make the best save a character has peanuts without the help of either class abilities or magic items.</p><p></p><p></p><p>2. I must say I have had the same experience as Anubis when it comes to game experience: characters often rely on that cloak to survive. Not that this is an argument for having a low cost, but increasing the cost by a factor of three will certainly raise the mortality rate in a lot of campaigns. In one of the two capaings in which I am playing, the mortality rate is quite high as it is, and it would increase by a factor of 2.3 by increasing the cost of the cloak of resistance by a factor of 3. If this is a measure of anything, perhaps the efficiency of save or die or equivalent spells.</p><p></p><p></p><p>3. Spell Resistance is FAR superior to saving throw when it comes to dealing with spells. Take the examples of Enervation, Harm, the two most lethal examples I can come up with: Saves won't mean anything, SR would stop it. </p><p>Additionally, SR blocks many spells that don't have save, while vice a versa this is not true. Enervation is on that basis one of the most powerful spells in the PHB in my opinion.</p><p>Eldorian's example of a cleric withstanding most things with only saves and spells is flawed, and this is mainly because the cleric has access to the spell "Spell Resistance" (which is INSANELY powerful for its level combined with Prayer Beads: Karma.)</p><p></p><p></p><p>4. I think it's the feats that are not balanced, not the item. I think Endurance, Lightning Reflexes and Iron Will need to be fixed by increasing the bonus they grant. Very few characters will take these feats in my experience and I agree that one reason for not to take them is the cost of the cloak of resistance, but I firmly believe that fixing the feats is the way to go in this issue.</p><p></p><p></p><p></p><p>Well... I would (and will) go for changing the feats in this particular case and I guess we will have one group that will use this procedure and another one that changes the item. Perhaps it's "playing style"-issue?</p></blockquote><p></p>
[QUOTE="-Eä-, post: 769551, member: 471"] Greetings all! Well... I thought it would be wise to give my stance on the saves issue. 1. There are far more ways to increase the DC of a spell than to increase the saves. Granted: You could get Divine Grace and multiclass like hell, but compared to spell power, ability bonuses (not only from items, but also temporary bonuses and the inherent bonuses), the means through which you may get bonuses to your saving throws are limited. Take for instance the Red Wizard: the spell DC will surely outrank the saving throw bonuses, given a few levels. Even the more generic Archmage with its "mere" +6 spell power easily throws away most resistance. I know taking prestige classes into the equation may be confusing by increasing the number of variables, but as a wizard, I would certainly look for ways to increase the DC to my saving throws. Maybe not as drastically as with the Red Wizard, but certainly enough to even make the best save a character has peanuts without the help of either class abilities or magic items. 2. I must say I have had the same experience as Anubis when it comes to game experience: characters often rely on that cloak to survive. Not that this is an argument for having a low cost, but increasing the cost by a factor of three will certainly raise the mortality rate in a lot of campaigns. In one of the two capaings in which I am playing, the mortality rate is quite high as it is, and it would increase by a factor of 2.3 by increasing the cost of the cloak of resistance by a factor of 3. If this is a measure of anything, perhaps the efficiency of save or die or equivalent spells. 3. Spell Resistance is FAR superior to saving throw when it comes to dealing with spells. Take the examples of Enervation, Harm, the two most lethal examples I can come up with: Saves won't mean anything, SR would stop it. Additionally, SR blocks many spells that don't have save, while vice a versa this is not true. Enervation is on that basis one of the most powerful spells in the PHB in my opinion. Eldorian's example of a cleric withstanding most things with only saves and spells is flawed, and this is mainly because the cleric has access to the spell "Spell Resistance" (which is INSANELY powerful for its level combined with Prayer Beads: Karma.) 4. I think it's the feats that are not balanced, not the item. I think Endurance, Lightning Reflexes and Iron Will need to be fixed by increasing the bonus they grant. Very few characters will take these feats in my experience and I agree that one reason for not to take them is the cost of the cloak of resistance, but I firmly believe that fixing the feats is the way to go in this issue. Well... I would (and will) go for changing the feats in this particular case and I guess we will have one group that will use this procedure and another one that changes the item. Perhaps it's "playing style"-issue? [/QUOTE]
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