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My fixes to spells
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<blockquote data-quote="Szatany" data-source="post: 3178480" data-attributes="member: 21178"><p>Well, broken is little disputable term, since it depends a lot on personal gaming style. But remember that I didn't only try to fix broken (in my oppinion) spells, also ones that I simply felt could've be done better.</p><p></p><p>That is unfortunate, and I will gladly simplify things if possible, and if it doesn't make them broken. Simplicity is something D&D desperately needs IMO.</p><p></p><p> I didn't change it because it was complicated. I changed it because I believe that clerics should not step on martial classes' toes. They just don't deserve that ability. Wanna full BAB? Be a paladin. I don't like the general trend that allows clerics (and other casters as well on more limited basis) to do just about anything there is to do, but only x times/day. Cleric should not be answer to everything.</p><p></p><p>I don't see it as being complex. You simply choose few abilities from a small list. What's so complex about it? And I believe the new version is a lot less abusable while still stronger than most 2nd level spells. And it's a lot faster to use as you don't browse through MMs.</p><p></p><p>WotC has been trying to clarify alter/poly spells for what, 6 years now? And see where they are. At best they made those spells slightly less abusable by adding unending layers of complexity and rules exceptions.</p><p></p><p>Not sure what do you mean by dazed, could you present your idea of the spell?</p><p></p><p>Simple. I believe that teleport is just too good. My version makes scry/die tactic impossible. Also, describing teleport as greater dimension door is about right, after all they are only 1 level apart.</p><p>IMO teleport should be mainly travel spell, and my version has this function preserved.</p><p></p><p>I agree. I'd like to simplify that, but I'm not sure how to approach that yet. Perhaps it could just say that true seeing sees through spells of up to 8th level. That would be dead simple.</p><p></p><p>Well, at least the spell now cannot kill anything that makes the save, it just grants some nasty penalties. I'm not saying that's a perfect fix, but what I added is the bare minimum the spell needed.</p><p></p><p>It sounds complicated, and you were saying that I make complex unnecessary changes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>High-altitude combat is rare thing, it didn't happen once in my games for example in 5 years of DMing. But even if it happens, you can still cast various spells until you fall to the ground. And you could have feather fall on yourself cast previously.</p><p></p><p>I'm aware of that. I'm currently looking for a way to remove freedom charges while preserving the idea of limited ability to avoid just about anything.</p><p></p><p></p><p>PHB gate can be horribly abused. This gate not so much. I don't remember exactly what the trick was, but the XP cost would have to be huge. It would lead to a situation where someone either never summons anything because it costs too much or still abuses it despite the cost. And abusing is always bad, even if you have to pay for it.</p><p></p><p>------------------------------------</p><p></p><p>New version of Freedom of Movement posted. It's simpler, no bookkeeping. I decided to reduce the duration to 1 minute/level, since even with that it's an awesome defensive spell.</p><p></p><p></p><p></p><p>EDIT: Deleted the line in polymorph I about spellcasting. Now the text does not contradict itself (you do lose spellcasting while polymorphed).</p></blockquote><p></p>
[QUOTE="Szatany, post: 3178480, member: 21178"] Well, broken is little disputable term, since it depends a lot on personal gaming style. But remember that I didn't only try to fix broken (in my oppinion) spells, also ones that I simply felt could've be done better. That is unfortunate, and I will gladly simplify things if possible, and if it doesn't make them broken. Simplicity is something D&D desperately needs IMO. I didn't change it because it was complicated. I changed it because I believe that clerics should not step on martial classes' toes. They just don't deserve that ability. Wanna full BAB? Be a paladin. I don't like the general trend that allows clerics (and other casters as well on more limited basis) to do just about anything there is to do, but only x times/day. Cleric should not be answer to everything. I don't see it as being complex. You simply choose few abilities from a small list. What's so complex about it? And I believe the new version is a lot less abusable while still stronger than most 2nd level spells. And it's a lot faster to use as you don't browse through MMs. WotC has been trying to clarify alter/poly spells for what, 6 years now? And see where they are. At best they made those spells slightly less abusable by adding unending layers of complexity and rules exceptions. Not sure what do you mean by dazed, could you present your idea of the spell? Simple. I believe that teleport is just too good. My version makes scry/die tactic impossible. Also, describing teleport as greater dimension door is about right, after all they are only 1 level apart. IMO teleport should be mainly travel spell, and my version has this function preserved. I agree. I'd like to simplify that, but I'm not sure how to approach that yet. Perhaps it could just say that true seeing sees through spells of up to 8th level. That would be dead simple. Well, at least the spell now cannot kill anything that makes the save, it just grants some nasty penalties. I'm not saying that's a perfect fix, but what I added is the bare minimum the spell needed. It sounds complicated, and you were saying that I make complex unnecessary changes. ;) High-altitude combat is rare thing, it didn't happen once in my games for example in 5 years of DMing. But even if it happens, you can still cast various spells until you fall to the ground. And you could have feather fall on yourself cast previously. I'm aware of that. I'm currently looking for a way to remove freedom charges while preserving the idea of limited ability to avoid just about anything. PHB gate can be horribly abused. This gate not so much. I don't remember exactly what the trick was, but the XP cost would have to be huge. It would lead to a situation where someone either never summons anything because it costs too much or still abuses it despite the cost. And abusing is always bad, even if you have to pay for it. ------------------------------------ New version of Freedom of Movement posted. It's simpler, no bookkeeping. I decided to reduce the duration to 1 minute/level, since even with that it's an awesome defensive spell. EDIT: Deleted the line in polymorph I about spellcasting. Now the text does not contradict itself (you do lose spellcasting while polymorphed). [/QUOTE]
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