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[OOC] Quickleaf's Rime of the Frostmaiden [closed but waitlist is available]
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<blockquote data-quote="tglassy" data-source="post: 9020807" data-attributes="member: 6855204"><p>I’ve got a couple comments about the spell changes.</p><p></p><p>I’m not usually a fan of outright banning things in the game. Obviously different DMs ban things all the time, but I’ve always taken the perspective that I’m the DM, if I wanted to bypass an ability, I can. Rocks fall, everyone dies, or I just send a third adult black dragon at them.</p><p></p><p>I noticed that Find Traps and Silvery Barbs were banned. I understand it sucks to have a character cast a spell to negate a perfectly good trap…but in that case, the trap served its purpose. To waste a resource. That’s a spell slot they don’t get back. Why not let the Cleric, who is the only person who can cast the spell, have a moment of “let me put everyone’s mind at ease regarding this room of the dun…oh, yeah, that room is definitely trapped.” The spell has limitations. You don’t know where the trap is, just that there is one. What’s the point of banning it?</p><p></p><p>Silvery Barbs, I sorta get. The spell is broken. Being able to negate an enemy attack or save is amazazing. But again, it does what’s intended: it wastes a resource. A bard with Silvery Barbs could very well use every spell slot they have on that spell in a single fight. Then they’re out of slots. Every slot the Wizard uses to negate a Crit is a slot they can’t use on Burning Flame, which can kill 6 Goblins in one casting if the damage roll is a 14 or higher whether they save or not! </p><p></p><p>Also, you changed Shield, and I disagree with that. It’s yet another way to use up resources. Reducing it to the triggering attacker makes the waste of the resource much less palpable. Every time you cast the spell, you have to weigh it against possibly casting Burning Hands later. Is saving me from this one hit worth one less Burning Hands? It’s much easier to stomach if you know you’ll at least be protected until you start your turn again.</p><p></p><p></p><p>I very much disagree with the changes to the Sleep spell, at least regarding it not affecting higher leveled creatures. The whole point is that you whittle down the enemy’s life and then cast Sleep to possibly end the confrontation. If you’re fighting creatures with 8 hit dice, you’re at the level where you could have just hit them for the amount of damage the Sleep spell would put them to sleep for, or close to it. </p><p></p><p>The rest of the changes are fine, and many are flaverful, but these changes in particular just seem like a DM who got stumped one too many times and decided to take his player’s toys away. I’m not a big fan of taking things away from the players. Silvery Barbs sucks for a DM, but players who can cast it feel AWESOME for stopping the bad guy from critting, and those moments are important for players. It makes them feel mighty. And isn’t that what this game is about?</p><p></p><p>Note, I can’t actually take the banned spells. Silvery Barbs isn’t on the list of Arcane Spells on the One Dnd playtest; and Find Traps is a Divine Spell. I’m just putting my two cents out there. Feel free to toss them right back.</p></blockquote><p></p>
[QUOTE="tglassy, post: 9020807, member: 6855204"] I’ve got a couple comments about the spell changes. I’m not usually a fan of outright banning things in the game. Obviously different DMs ban things all the time, but I’ve always taken the perspective that I’m the DM, if I wanted to bypass an ability, I can. Rocks fall, everyone dies, or I just send a third adult black dragon at them. I noticed that Find Traps and Silvery Barbs were banned. I understand it sucks to have a character cast a spell to negate a perfectly good trap…but in that case, the trap served its purpose. To waste a resource. That’s a spell slot they don’t get back. Why not let the Cleric, who is the only person who can cast the spell, have a moment of “let me put everyone’s mind at ease regarding this room of the dun…oh, yeah, that room is definitely trapped.” The spell has limitations. You don’t know where the trap is, just that there is one. What’s the point of banning it? Silvery Barbs, I sorta get. The spell is broken. Being able to negate an enemy attack or save is amazazing. But again, it does what’s intended: it wastes a resource. A bard with Silvery Barbs could very well use every spell slot they have on that spell in a single fight. Then they’re out of slots. Every slot the Wizard uses to negate a Crit is a slot they can’t use on Burning Flame, which can kill 6 Goblins in one casting if the damage roll is a 14 or higher whether they save or not! Also, you changed Shield, and I disagree with that. It’s yet another way to use up resources. Reducing it to the triggering attacker makes the waste of the resource much less palpable. Every time you cast the spell, you have to weigh it against possibly casting Burning Hands later. Is saving me from this one hit worth one less Burning Hands? It’s much easier to stomach if you know you’ll at least be protected until you start your turn again. I very much disagree with the changes to the Sleep spell, at least regarding it not affecting higher leveled creatures. The whole point is that you whittle down the enemy’s life and then cast Sleep to possibly end the confrontation. If you’re fighting creatures with 8 hit dice, you’re at the level where you could have just hit them for the amount of damage the Sleep spell would put them to sleep for, or close to it. The rest of the changes are fine, and many are flaverful, but these changes in particular just seem like a DM who got stumped one too many times and decided to take his player’s toys away. I’m not a big fan of taking things away from the players. Silvery Barbs sucks for a DM, but players who can cast it feel AWESOME for stopping the bad guy from critting, and those moments are important for players. It makes them feel mighty. And isn’t that what this game is about? Note, I can’t actually take the banned spells. Silvery Barbs isn’t on the list of Arcane Spells on the One Dnd playtest; and Find Traps is a Divine Spell. I’m just putting my two cents out there. Feel free to toss them right back. [/QUOTE]
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[OOC] Quickleaf's Rime of the Frostmaiden [closed but waitlist is available]
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