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Multiple saves needs to go
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<blockquote data-quote="Stalker0" data-source="post: 8727805" data-attributes="member: 5889"><p>So the trick is how you think of the spell.</p><p></p><p>Flesh to Stone isn't really a petrification spell. Petrify is like rolling near max damage on a fireball, sure it could happen, but that's not what your expecting when you cast it.</p><p></p><p>Flesh to Stone is basically a "save or be restrained for the rest of the fight". At absolute best, the enemy will be restrained for 3 of their turns, which in the vast majority of 5e combats is the entire fight. And if they fail a few more saves, it lasts even longer. So for the right monster its a decent effect (though not for 6th level, at that level it should be affecting multiple creatures).</p><p></p><p>Now that said, I think its a clunky mechanic to perform that purpose for this spell, its a lot of save rolling for what amounts to little effect in actual practice (also the auto petrify clause is very weird because its cannot happen, once the target has gone 6 rounds it will have either made or failed 3 saves....so there is no scenario where the spell lasts for the full 10 rounds) I think a cleaner mechanic to use would be this.</p><p></p><p></p><p><strong>Flesh to Stone</strong></p><p>On a failed save, the target is restrained for the duration. If concentration is maintained for the entire duration, the target makes a constitution saving throw, and on a failure becomes petrified.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8727805, member: 5889"] So the trick is how you think of the spell. Flesh to Stone isn't really a petrification spell. Petrify is like rolling near max damage on a fireball, sure it could happen, but that's not what your expecting when you cast it. Flesh to Stone is basically a "save or be restrained for the rest of the fight". At absolute best, the enemy will be restrained for 3 of their turns, which in the vast majority of 5e combats is the entire fight. And if they fail a few more saves, it lasts even longer. So for the right monster its a decent effect (though not for 6th level, at that level it should be affecting multiple creatures). Now that said, I think its a clunky mechanic to perform that purpose for this spell, its a lot of save rolling for what amounts to little effect in actual practice (also the auto petrify clause is very weird because its cannot happen, once the target has gone 6 rounds it will have either made or failed 3 saves....so there is no scenario where the spell lasts for the full 10 rounds) I think a cleaner mechanic to use would be this. [B]Flesh to Stone[/B] On a failed save, the target is restrained for the duration. If concentration is maintained for the entire duration, the target makes a constitution saving throw, and on a failure becomes petrified. [/QUOTE]
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