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<blockquote data-quote="Wulfgar76" data-source="post: 6120884" data-attributes="member: 61867"><p><strong>Spell Attack Rolls</strong></p><p>I absolutely agree that single-target, weapon-like spells (mostly rays and touch spells) NEED to go back to being attack-roll based. It's more fun for the player, has the possibility of critting, cuts down on the number of saves the DM needs to make, and most importantly is simulationist - armor and shield HELP you resist things like firey rays and shocking grasps.</p><p></p><p><strong>Saves</strong></p><p>Charisma and Intelligence saves are sorely underepresented. Int saves for Illusions, and Cha saves for charms and compulsions, would be a good starting point to increase the relevance and frequency of these saves.</p><p></p><p><strong>HP Thresholds</strong></p><p>I think in the absence of a better mechanic they work fine. However I really like the 'two strikes you're out' method as seen in the spell Stone to Flesh. In other words, the first failed save results in a round off being 'hindered' and the second save seals the deal with a permanent negative effect.</p><p></p><p><strong>Scaling</strong></p><p>The built in metamagic scaling is brilliant. I hope it stays.</p><p></p><p><strong>Rituals</strong></p><p>I would like to see material components for the ritual versions of the spells. Unusual and costly material components are a good way to balance (ritual) spells and immersive at the same time.</p><p></p><p><strong>Concentration</strong></p><p>Excellent mechanic. Buff stacking is bad.</p><p></p><p><strong>Spell Levels</strong></p><p>I agree that many spells need to be re-leveled. Making Gust of Wind a 1st level spell was a good start. Many spells are too weak for their level. A few seem too good.</p></blockquote><p></p>
[QUOTE="Wulfgar76, post: 6120884, member: 61867"] [B]Spell Attack Rolls[/B] I absolutely agree that single-target, weapon-like spells (mostly rays and touch spells) NEED to go back to being attack-roll based. It's more fun for the player, has the possibility of critting, cuts down on the number of saves the DM needs to make, and most importantly is simulationist - armor and shield HELP you resist things like firey rays and shocking grasps. [B]Saves[/B] Charisma and Intelligence saves are sorely underepresented. Int saves for Illusions, and Cha saves for charms and compulsions, would be a good starting point to increase the relevance and frequency of these saves. [B]HP Thresholds[/B] I think in the absence of a better mechanic they work fine. However I really like the 'two strikes you're out' method as seen in the spell Stone to Flesh. In other words, the first failed save results in a round off being 'hindered' and the second save seals the deal with a permanent negative effect. [B]Scaling[/B] The built in metamagic scaling is brilliant. I hope it stays. [B]Rituals[/B] I would like to see material components for the ritual versions of the spells. Unusual and costly material components are a good way to balance (ritual) spells and immersive at the same time. [B]Concentration[/B] Excellent mechanic. Buff stacking is bad. [B]Spell Levels[/B] I agree that many spells need to be re-leveled. Making Gust of Wind a 1st level spell was a good start. Many spells are too weak for their level. A few seem too good. [/QUOTE]
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