Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My fixes to spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="airwalkrr" data-source="post: 3177246" data-attributes="member: 12460"><p>I'll be honest. I don't like most of the changes. In general, it seems like you "fix" a lot of things that weren't broken or made complex things which were simple. However, you do have some good ideas. I like, for instance, your ideas on polymorph; though I won't yoink them wholesale, I may incorporate some of them into my home campaign. Some exceptions include divine power (I like it because it is simpler, but I don't feel it was complicated enough before to require a change), enlarge person (vast improvement over the current "must-have" 3.5 version), identify (I never saw why clerics didn't need to pay to cast it either), and rope trick (it is quite easy to rest in a rope trick, but putting you on the astral plane is a double edged sword; I like that).</p><p></p><p>Good work overall. I am curious about your motivations for some of the changes though. Specifically in the case of alter self, it seems you took a confusing spell, removed most of the confusion, and merely layered on lots of complexity. The new version is more complex, but easier to understand. I'm not sure if that was needed. I think simply clarifying the original spell would be better. I also don't agree with your change to hold person. I think simply making it a "dazed" condition preserves the intent of the spell much better. I don't understand the reason for the change to teleport at all. Seems it is now more of a "greater dimension door" than a "teleport." The change to true seeing is understandable, although it adds a level of complexity that I don't think is necessary. I also understand wanting to "fix" blasphemy, but I don't think you've "fixed" it so much as put a band-aid on a knife wound. I simply allow a Will save with a penalty for each level you are below the caster to negate the effect in my home campaign and it seems much more fair. I think your change to fly is a mistake, as it makes dispelling a fly spell an auto-kill in high altitude combat. I feel your change to freedom of movement (while I recognize it is a powerful spell) adds too much. Giving PCs yet one more thing to track will detract from the gameplay experience, and be unimportant for most high-level characters anyway. Your change to gate seems to greatly diminish the power of the spell. Adding an XP cost for summoning a specific creature is a good way to balance the spell in a simple manner.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3177246, member: 12460"] I'll be honest. I don't like most of the changes. In general, it seems like you "fix" a lot of things that weren't broken or made complex things which were simple. However, you do have some good ideas. I like, for instance, your ideas on polymorph; though I won't yoink them wholesale, I may incorporate some of them into my home campaign. Some exceptions include divine power (I like it because it is simpler, but I don't feel it was complicated enough before to require a change), enlarge person (vast improvement over the current "must-have" 3.5 version), identify (I never saw why clerics didn't need to pay to cast it either), and rope trick (it is quite easy to rest in a rope trick, but putting you on the astral plane is a double edged sword; I like that). Good work overall. I am curious about your motivations for some of the changes though. Specifically in the case of alter self, it seems you took a confusing spell, removed most of the confusion, and merely layered on lots of complexity. The new version is more complex, but easier to understand. I'm not sure if that was needed. I think simply clarifying the original spell would be better. I also don't agree with your change to hold person. I think simply making it a "dazed" condition preserves the intent of the spell much better. I don't understand the reason for the change to teleport at all. Seems it is now more of a "greater dimension door" than a "teleport." The change to true seeing is understandable, although it adds a level of complexity that I don't think is necessary. I also understand wanting to "fix" blasphemy, but I don't think you've "fixed" it so much as put a band-aid on a knife wound. I simply allow a Will save with a penalty for each level you are below the caster to negate the effect in my home campaign and it seems much more fair. I think your change to fly is a mistake, as it makes dispelling a fly spell an auto-kill in high altitude combat. I feel your change to freedom of movement (while I recognize it is a powerful spell) adds too much. Giving PCs yet one more thing to track will detract from the gameplay experience, and be unimportant for most high-level characters anyway. Your change to gate seems to greatly diminish the power of the spell. Adding an XP cost for summoning a specific creature is a good way to balance the spell in a simple manner. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My fixes to spells
Top