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General Tabletop Discussion
*Pathfinder & Starfinder
Is the Feeblemind spell fair?
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<blockquote data-quote="Infiniti2000" data-source="post: 3132599" data-attributes="member: 31734"><p>All of them, of course. But, this is a Strawman because you know as well as I do that the rules are EXPLICIT on Con changes. They are not so explicit on spellcasting ability modifiers.</p><p></p><p>Find a similar rule of "If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly." and it would be an open and shut case.</p><p></p><p>But, there's no such rule.</p><p></p><p> Sure. Why can't it work on the spell slot, though, not the spell? You lose a spell slot, then you regain it. Casters who prepared spells are somewhat screwed while those who don't are not. I might even consider allowing the slot as an open slot for preparation casters because the spell wasn't actually cast and it was "rested for".</p><p></p><p> If it were just like hit points, you would be able use those hit point slots for something. <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=":)" /></p><p></p><p> It can create a problem. Consider a caster with 3 slots of his highest level spell still in memory. (For this example, they need to be prepared.) His stat drops and technically he's only allowed 2, but he doesn't use the spells and keeps them. The next day while preparing, what can he prepare at his highest level spell slots? Can he change at one spell? Two? All three? If he tries to change out one, does it suddenly go poof?</p><p></p><p>That's a really tricky scenario that is easily avoided using (e.g.) Frank's rule or even the one I offer above (turned into open slots upon regaining the ability score).</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 3132599, member: 31734"] All of them, of course. But, this is a Strawman because you know as well as I do that the rules are EXPLICIT on Con changes. They are not so explicit on spellcasting ability modifiers. Find a similar rule of "If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly." and it would be an open and shut case. But, there's no such rule. Sure. Why can't it work on the spell slot, though, not the spell? You lose a spell slot, then you regain it. Casters who prepared spells are somewhat screwed while those who don't are not. I might even consider allowing the slot as an open slot for preparation casters because the spell wasn't actually cast and it was "rested for". If it were just like hit points, you would be able use those hit point slots for something. :) It can create a problem. Consider a caster with 3 slots of his highest level spell still in memory. (For this example, they need to be prepared.) His stat drops and technically he's only allowed 2, but he doesn't use the spells and keeps them. The next day while preparing, what can he prepare at his highest level spell slots? Can he change at one spell? Two? All three? If he tries to change out one, does it suddenly go poof? That's a really tricky scenario that is easily avoided using (e.g.) Frank's rule or even the one I offer above (turned into open slots upon regaining the ability score). [/QUOTE]
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General Tabletop Discussion
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Is the Feeblemind spell fair?
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