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Increasing spell power
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<blockquote data-quote="Skyscraper" data-source="post: 6742867" data-attributes="member: 48518"><p>I'll try to bring up some points that were not discussed here, to hopefully positively participate to this brainstorming.</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=1288" target="_blank">Mouseferatu</a></u></strong></em>: I agree that thinking about the effects of the spell on both sides of the screen is indeed important, and although I did not think about all consequences of this potential rule change, I indeed stopped to think about what this would mean for players and for monsters.</p><p></p><p>In this respect, players have the advantage of having a party, and counter-measures can be used if the rule is changed.</p><p></p><p>The cleric spell Lesser Restoration now appears like a very useful spell, allowing one to get rid of conditions generally.</p><p></p><p>Back in the days of 1E, I recall that our partys would never go about without having at least one "remove paralysis" prepared. We also ideally had "counter spell" scrolls (e.g. remove poison, cure disease, ....: those were rarer occurences and a scroll was enough). And, of course, clerics and wizards also inevitably had Dispel Magic prepared. We just about never saw PCs "sit out an entire battle" because they were simply paralysed. At most, it took a round to get someone back in because the cleric or magic-user (as they were then called <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) needed to move towards the paralysed ally.</p><p></p><p>I think that it is more on the monster side that this spell becomes powerful. Because while a party of, say, 4 PCs is likely to have one or two casters capable of removing paralysis, most NPC opponent groups will not have that party composition. At least, not in my games where casters are not frequent adversaries (I like for casters to be scarce and to mean something).</p><p></p><p>But again, I like that spells become interesting.</p><p></p><p>*******</p><p></p><p>Another point is: what other spells would be thusly affected by this rule change? I browsed the list quickly for potential examples, but did not find any (melf's acid arrow lasts a limited number of rounds; cloudkill is systematic but you can leave the area; sleep works differently). Any other examples that some posters here would know about?</p><p></p><p>*****</p><p></p><p>Here's another thought: I do not plan on allowing ability score increases at every 4th level. Instead, we'll play with the feats optional rule being mandatory. I do this to hopefully have higher scores become more meaningful. Character creation aside, this will likely limit the DC increase as PCs level up. Plus, I doubt we'll play beyond 10ht-12th level really.</p><p></p><p>*******</p><p></p><p>What about another houserule: taking away the automatic crits against adjacent paralysed enemies? Would this alleviate the consequences of being paralysed for many rounds, and perhaps even the "target sign" effect discussed by some posters?</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6742867, member: 48518"] I'll try to bring up some points that were not discussed here, to hopefully positively participate to this brainstorming. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=1288"]Mouseferatu[/URL][/U][/B][/I]: I agree that thinking about the effects of the spell on both sides of the screen is indeed important, and although I did not think about all consequences of this potential rule change, I indeed stopped to think about what this would mean for players and for monsters. In this respect, players have the advantage of having a party, and counter-measures can be used if the rule is changed. The cleric spell Lesser Restoration now appears like a very useful spell, allowing one to get rid of conditions generally. Back in the days of 1E, I recall that our partys would never go about without having at least one "remove paralysis" prepared. We also ideally had "counter spell" scrolls (e.g. remove poison, cure disease, ....: those were rarer occurences and a scroll was enough). And, of course, clerics and wizards also inevitably had Dispel Magic prepared. We just about never saw PCs "sit out an entire battle" because they were simply paralysed. At most, it took a round to get someone back in because the cleric or magic-user (as they were then called :) ) needed to move towards the paralysed ally. I think that it is more on the monster side that this spell becomes powerful. Because while a party of, say, 4 PCs is likely to have one or two casters capable of removing paralysis, most NPC opponent groups will not have that party composition. At least, not in my games where casters are not frequent adversaries (I like for casters to be scarce and to mean something). But again, I like that spells become interesting. ******* Another point is: what other spells would be thusly affected by this rule change? I browsed the list quickly for potential examples, but did not find any (melf's acid arrow lasts a limited number of rounds; cloudkill is systematic but you can leave the area; sleep works differently). Any other examples that some posters here would know about? ***** Here's another thought: I do not plan on allowing ability score increases at every 4th level. Instead, we'll play with the feats optional rule being mandatory. I do this to hopefully have higher scores become more meaningful. Character creation aside, this will likely limit the DC increase as PCs level up. Plus, I doubt we'll play beyond 10ht-12th level really. ******* What about another houserule: taking away the automatic crits against adjacent paralysed enemies? Would this alleviate the consequences of being paralysed for many rounds, and perhaps even the "target sign" effect discussed by some posters? [/QUOTE]
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