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More Flails, Maces & MorningStars Questions - Descriptions
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<blockquote data-quote="ElectricDragon" data-source="post: 2994546" data-attributes="member: 10778"><p>I have no option to post a reply to your review where consumers would see it; though I think RW and others do. I think .pdf's can be pretty easily changed, but I've been having problems getting in touch with the people who could do that.</p><p></p><p>FWIW is "for what its worth".</p><p></p><p>Blk is Blackguard</p><p>Raveller is a PrC from Spiked Chain. I will take your suggestions to heart and hopefully get some changes...</p><p></p><p>I'd say Instant Grab is right up there in usefulness with Remove Blindness/Deafness, Remove Curse, Discern Lies (for Paladin), Command Plants, Neutralize Poison, and Remove Disease (for Rangers). All these spells are not commonly memorized unless specific knowledge of upcoming situations is known. Remove Blindness/Deafness, Remove Disease, and sometimes Remove Curse can often be memorized after the fact to clear up that condition problem. But unless you know that you are going up against a liar, a poisonous creature, or a plant creature the other three are only so much baggage. With its versatility, Instant Grab offers a package of uses operatable as an immediate action choice. But again, that is my opinion. In my opinion, Ranger and Paladin spells of all levels are weak and mostly pointless unless the party has no other casters.</p><p></p><p>Disarm: okay, I see your point. A 3rd level fighter has a chance to not disarm, but he also has the hp and AC to withstand having to try more than once. Realize that at 3rd level only one creature can be affected, at 4-5th level only two creatures are possible, at 6-7th level 3 creatures, up to the max of 5 at 10th level. It affects no more creatures than Magic Missile and does no damage. Both are Force effects, both allow no save, one deals damage and one disarms. </p><p>I am thinking of changing the spell to affect all weapons of all kinds if one target (large or smaller creatures), and only one weapon/creature if multiple targets (not double or two-handed weapons, medium or smaller creatures) and reduce the area to 10-ft. radius. Allowing a save would make this non-damaging, non condition-altering spell useless. e.g. I cast it at the ogre: he saves, I die. Or I cast it at those two goblins, one saves and keeps me busy until they can both gang up on me. At least with Magic Missile, I could probably kill one goblin. A Fort save would mean the spell would hardly ever work against the people who are really dangerous with weapons in their hands.</p><p>A 3rd level TWF can disarm another TWF of both weapons in one round.</p><p>As an offense, this spell could allow the caster to disarm several opponents while the tanks charged in to combat. Making the opponents provoke an AoO for retrieving the weapon or backstepping to draw another weapon would be the caster's contribution to the battle. Why is this overpowered vs. dealing auto damage to each opponent instead. I have no problem changing things I've made up but I want to understand why first.</p><p></p><p>The Painted Witch Doctor's prereqs allow a human to take the class at 2nd level, not so any other race. The painted witch doctor is not the tribal leader (except in spiritual matters), the chieftain still rules; in fact, the PWD often sets himself up separate from the tribe to better commune with the spirits. So, if the tribe's lair is attacked, he still has some time to prepare before either he joins the battle or it comes to him. Nevertheless, he should have his own guards and apprentices. The human barbarian "witch doctor" in my honest opinion is best defined by the Adept NPC class or the Spirit Shaman class (from Complete Divine). This one was made for those uncivilized, tribal humanoids that don't fit into respectible society like the human barbarian often does.</p><p></p><p>Darkness Domain: I agree that the darkness spell should have been on the list, but since it actually creates shadowy illumination instead of true darkness I can see the reasoning. In true darkness, a darkness spell would allow limited normal vision in a 40-ft. diameter and double that for low-light vision.</p><p></p><p>I'm now off to find a scanner if possible. I enjoyed this and hope to get some edits in for FMM soon. I am not trying to change your opinion of anything in the book but rather to explain how I see it instead.</p><p></p><p>Again, I enjoyed this discussion.</p><p></p><p>Ciao</p><p>Dave</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 2994546, member: 10778"] I have no option to post a reply to your review where consumers would see it; though I think RW and others do. I think .pdf's can be pretty easily changed, but I've been having problems getting in touch with the people who could do that. FWIW is "for what its worth". Blk is Blackguard Raveller is a PrC from Spiked Chain. I will take your suggestions to heart and hopefully get some changes... I'd say Instant Grab is right up there in usefulness with Remove Blindness/Deafness, Remove Curse, Discern Lies (for Paladin), Command Plants, Neutralize Poison, and Remove Disease (for Rangers). All these spells are not commonly memorized unless specific knowledge of upcoming situations is known. Remove Blindness/Deafness, Remove Disease, and sometimes Remove Curse can often be memorized after the fact to clear up that condition problem. But unless you know that you are going up against a liar, a poisonous creature, or a plant creature the other three are only so much baggage. With its versatility, Instant Grab offers a package of uses operatable as an immediate action choice. But again, that is my opinion. In my opinion, Ranger and Paladin spells of all levels are weak and mostly pointless unless the party has no other casters. Disarm: okay, I see your point. A 3rd level fighter has a chance to not disarm, but he also has the hp and AC to withstand having to try more than once. Realize that at 3rd level only one creature can be affected, at 4-5th level only two creatures are possible, at 6-7th level 3 creatures, up to the max of 5 at 10th level. It affects no more creatures than Magic Missile and does no damage. Both are Force effects, both allow no save, one deals damage and one disarms. I am thinking of changing the spell to affect all weapons of all kinds if one target (large or smaller creatures), and only one weapon/creature if multiple targets (not double or two-handed weapons, medium or smaller creatures) and reduce the area to 10-ft. radius. Allowing a save would make this non-damaging, non condition-altering spell useless. e.g. I cast it at the ogre: he saves, I die. Or I cast it at those two goblins, one saves and keeps me busy until they can both gang up on me. At least with Magic Missile, I could probably kill one goblin. A Fort save would mean the spell would hardly ever work against the people who are really dangerous with weapons in their hands. A 3rd level TWF can disarm another TWF of both weapons in one round. As an offense, this spell could allow the caster to disarm several opponents while the tanks charged in to combat. Making the opponents provoke an AoO for retrieving the weapon or backstepping to draw another weapon would be the caster's contribution to the battle. Why is this overpowered vs. dealing auto damage to each opponent instead. I have no problem changing things I've made up but I want to understand why first. The Painted Witch Doctor's prereqs allow a human to take the class at 2nd level, not so any other race. The painted witch doctor is not the tribal leader (except in spiritual matters), the chieftain still rules; in fact, the PWD often sets himself up separate from the tribe to better commune with the spirits. So, if the tribe's lair is attacked, he still has some time to prepare before either he joins the battle or it comes to him. Nevertheless, he should have his own guards and apprentices. The human barbarian "witch doctor" in my honest opinion is best defined by the Adept NPC class or the Spirit Shaman class (from Complete Divine). This one was made for those uncivilized, tribal humanoids that don't fit into respectible society like the human barbarian often does. Darkness Domain: I agree that the darkness spell should have been on the list, but since it actually creates shadowy illumination instead of true darkness I can see the reasoning. In true darkness, a darkness spell would allow limited normal vision in a 40-ft. diameter and double that for low-light vision. I'm now off to find a scanner if possible. I enjoyed this and hope to get some edits in for FMM soon. I am not trying to change your opinion of anything in the book but rather to explain how I see it instead. Again, I enjoyed this discussion. Ciao Dave [/QUOTE]
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