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*Dungeons & Dragons
Increasing spell power
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<blockquote data-quote="Skyscraper" data-source="post: 6745588" data-attributes="member: 48518"><p>I must really again thank everyone who is participating to this thread, I honestly did not expect such an interesting conversation to arise from this question. Really, good stuff.</p><p></p><p>One of my question remains unanswered: is anyone aware of other spells than hold person that have a "save every round" mechanic, that would be (adversely or not) affected by a change to this rule?</p><p></p><p>******</p><p></p><p>Presently, I'm thinking about using the rule proposed in this thread, of allowing a first save when the spell is cast, then a second save on the creature's first turn, and that's it: the spell would then last until the end of its duration with no additional saves.</p><p></p><p>I prefer this houserule to the one I proposed initially (save each round, starting from the second round only after being affected by the spell).</p><p></p><p>What I like about the save-on-round-1-only rule, is that it increases spell power as I wish to achieve, while also addressing the aspect of uncertainty raised by @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=12731" target="_blank">CapnZapp</a></u></strong></em>, albeit in a limited way: you are uncertain if the creature will un-hold on its first turn, but once that point is passed, you can simply leave the creature alone and deal with it at the end of battle.</p><p></p><p>I'm thinking about removing the auto-crit against paralyzed creatures, also, to address the concerns of many posters here that the increased duration of the spell is likely to mean higher damage being dealt to paralysed creatures (mostly to avoid my monsters critting PCs if they have no way of un-holding at some point, e.g. if the cleric is the one who's paralysed). This concern is partly addressed by the fact that the spell will have an unlimited duration, i.e. beyond round 1, the creature is held for a full minute. This change in duration and in damage to paralysed creatures will hopefully change the spell's very core use, i.e. shift it from a damage target back to a spell whose use is to take a creature out of combat.</p><p></p><p>I'm keeping a save on round 1 for the held creature, to address the concern expressed by many posters that the spell would be outright too powerful it its duration is extended.</p><p></p><p>I'm also toying about increasing the spell level for Hold Person to level 3. Do you think it would make sense? I'm not sure I wish to do this however. I admit that, while balance is certainly a noble goal in designing a game, I don't really mind if it doesn't exist in my game.</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 6745588, member: 48518"] I must really again thank everyone who is participating to this thread, I honestly did not expect such an interesting conversation to arise from this question. Really, good stuff. One of my question remains unanswered: is anyone aware of other spells than hold person that have a "save every round" mechanic, that would be (adversely or not) affected by a change to this rule? ****** Presently, I'm thinking about using the rule proposed in this thread, of allowing a first save when the spell is cast, then a second save on the creature's first turn, and that's it: the spell would then last until the end of its duration with no additional saves. I prefer this houserule to the one I proposed initially (save each round, starting from the second round only after being affected by the spell). What I like about the save-on-round-1-only rule, is that it increases spell power as I wish to achieve, while also addressing the aspect of uncertainty raised by @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=12731"]CapnZapp[/URL][/U][/B][/I], albeit in a limited way: you are uncertain if the creature will un-hold on its first turn, but once that point is passed, you can simply leave the creature alone and deal with it at the end of battle. I'm thinking about removing the auto-crit against paralyzed creatures, also, to address the concerns of many posters here that the increased duration of the spell is likely to mean higher damage being dealt to paralysed creatures (mostly to avoid my monsters critting PCs if they have no way of un-holding at some point, e.g. if the cleric is the one who's paralysed). This concern is partly addressed by the fact that the spell will have an unlimited duration, i.e. beyond round 1, the creature is held for a full minute. This change in duration and in damage to paralysed creatures will hopefully change the spell's very core use, i.e. shift it from a damage target back to a spell whose use is to take a creature out of combat. I'm keeping a save on round 1 for the held creature, to address the concern expressed by many posters that the spell would be outright too powerful it its duration is extended. I'm also toying about increasing the spell level for Hold Person to level 3. Do you think it would make sense? I'm not sure I wish to do this however. I admit that, while balance is certainly a noble goal in designing a game, I don't really mind if it doesn't exist in my game. [/QUOTE]
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