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My fixes to spells
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<blockquote data-quote="airwalkrr" data-source="post: 3179274" data-attributes="member: 12460"><p>Have you read the PH2 rules on the polymorph subschool. Very simple. Very easy. It was so simple, it made me laugh. Here they have gone to all this trouble to try to complicate polymorph in the various incarnations of the game since 1st edition, and what did they finally wind up doing? Going back to the 1st edition way of doing things. Of course, this is merely an optional rule, but one I will definitely be using in all my future campaigns as it makes polymorph MUCH easier to adjudicate and far less complicated.</p><p></p><p></p><p></p><p>I mean dazed, as in, the condition. IMC, hold person (and the other hold [creature] spells) daze the individual for 5 rounds. This is pretty similar to the 1st edition version in which the target loses its action for the duration of the spell. Not as bad as being completely paralyzed, and you don't even have to worry about making saving throws every round.</p><p></p><p></p><p></p><p>The scry/die combo is something I see mentioned far more often in theory than in practice. It only works against non-spellcasters with poor Will saves, poor Intelligence, and lack of mobility. If that is your main concern, you might wish to consider whether this is truly a problem with your current campaign (i.e. are your players using it all the time?) or if it is simply something you are trying to avoid "in the event..." If the latter, I would propose it isn't as much of a problem as it sounds. A good (and simpler) fix is to simply say that the teleporter always deviates a bit from his intended goal; a random deviation of 10 to 100 (1d10 x 10) feet is a good idea, one that doesn't preclude travel, but could throw a wrench into the scry n' die combo.</p><p></p><p></p><p></p><p>That's a marvelous idea, actually.</p><p></p><p></p><p></p><p>I suppose it does require a bit of calculation, but I always do it myself. For instance, Murphy's character Drezmond has 10 hit dice. Grelnor the evil cleric casts blasphemy at caster level 13. Drezmond rolls his saving throw and gets a 22. I apply a -3 penalty since I know the caster level and determine the result (19; a failure in this case as Grelnor's save DC for blasphemy is 21).</p><p></p><p></p><p></p><p>I once ran an adventure on the Abyssal layer of Torremor, where falling meant a lot of damage. Fly was dispelled many times over many combats. It was a good thing the fly spell had a built-in feather fall effect in this case. It made the combat less complicated and also allowed the PCs to recover as opposed to simply ending their foray (and the adventure) prematurely.</p><p></p><p></p><p></p><p>How about a flat bonus, like +8, to resist or deal with such things? +8 to resist being grappled (not all grapple checks), +8 to swim checks, +8 to resist spells that impede movement. That way it makes these tasks much simpler (not even requiring a roll in some cases) while still not abrogating the possibility of failure completely. This is even simpler than your revision.</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>Also agreed, but it creates too many rules when one unified rule would work better.</p><p></p><p></p><p></p><p>How about an expensive material component then? I find PCs are often far less willing to part with gold (not seen as a renewable resource, like XP) than with XP. Plus, if you make the gp cost based on HD, say 1,000 gp per HD if summoning a unique creature, it forces the PCs to either do some research or overcompensate if they wish to summon a god or other similar creature or otherwise risk wasting money on a fizzled spell.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3179274, member: 12460"] Have you read the PH2 rules on the polymorph subschool. Very simple. Very easy. It was so simple, it made me laugh. Here they have gone to all this trouble to try to complicate polymorph in the various incarnations of the game since 1st edition, and what did they finally wind up doing? Going back to the 1st edition way of doing things. Of course, this is merely an optional rule, but one I will definitely be using in all my future campaigns as it makes polymorph MUCH easier to adjudicate and far less complicated. I mean dazed, as in, the condition. IMC, hold person (and the other hold [creature] spells) daze the individual for 5 rounds. This is pretty similar to the 1st edition version in which the target loses its action for the duration of the spell. Not as bad as being completely paralyzed, and you don't even have to worry about making saving throws every round. The scry/die combo is something I see mentioned far more often in theory than in practice. It only works against non-spellcasters with poor Will saves, poor Intelligence, and lack of mobility. If that is your main concern, you might wish to consider whether this is truly a problem with your current campaign (i.e. are your players using it all the time?) or if it is simply something you are trying to avoid "in the event..." If the latter, I would propose it isn't as much of a problem as it sounds. A good (and simpler) fix is to simply say that the teleporter always deviates a bit from his intended goal; a random deviation of 10 to 100 (1d10 x 10) feet is a good idea, one that doesn't preclude travel, but could throw a wrench into the scry n' die combo. That's a marvelous idea, actually. I suppose it does require a bit of calculation, but I always do it myself. For instance, Murphy's character Drezmond has 10 hit dice. Grelnor the evil cleric casts blasphemy at caster level 13. Drezmond rolls his saving throw and gets a 22. I apply a -3 penalty since I know the caster level and determine the result (19; a failure in this case as Grelnor's save DC for blasphemy is 21). I once ran an adventure on the Abyssal layer of Torremor, where falling meant a lot of damage. Fly was dispelled many times over many combats. It was a good thing the fly spell had a built-in feather fall effect in this case. It made the combat less complicated and also allowed the PCs to recover as opposed to simply ending their foray (and the adventure) prematurely. How about a flat bonus, like +8, to resist or deal with such things? +8 to resist being grappled (not all grapple checks), +8 to swim checks, +8 to resist spells that impede movement. That way it makes these tasks much simpler (not even requiring a roll in some cases) while still not abrogating the possibility of failure completely. This is even simpler than your revision. Agreed. Also agreed, but it creates too many rules when one unified rule would work better. How about an expensive material component then? I find PCs are often far less willing to part with gold (not seen as a renewable resource, like XP) than with XP. Plus, if you make the gp cost based on HD, say 1,000 gp per HD if summoning a unique creature, it forces the PCs to either do some research or overcompensate if they wish to summon a god or other similar creature or otherwise risk wasting money on a fizzled spell. [/QUOTE]
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