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Play-Testing Hold Person
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<blockquote data-quote="ren1999" data-source="post: 5937651" data-attributes="member: 85179"><p>O.k. So the first thing that I noticed is the range.</p><p>The description talks about 100ft. but is that even necessary?</p><p></p><p>ranged line of sight is all that is needed.</p><p></p><p>The conditions based on the hit points of the target get pretty tedious. I think we should dump that idea.</p><p></p><p>I don't see Hold Person as a paralysis spell rather as a freezing the enemy in place spell. The enemy does not drop everything but holds everything very tightly unable to move.</p><p></p><p>I also don't think that just granting the attacker advantage over the held target is enough. </p><p></p><p>When the held target is melee attacked it should be an automatic hit with regular damage. (This is because characters hate receiving maximum damage when they are held as it usually kills them at lower levels, so I said, sure, but monsters do not take max damage either) The held target should then get an opportunity to break the enchantment after every hit because of the motivation of pain. Otherwise, if not attacked, the target can roll a save at the beginning of its turn.</p><p></p><p>And it would be nice if all enchantment spells are based on charisma rather than intelligence in order to entice casters to spend more ability level-up points on charisma. </p><p></p><p>1d20+charisma modifier versus the target's 10+wisdom modifier</p><p>target saves at 1d20+wisdom modifier versus caster's DC10+charisma modifier</p><p></p><p>Question, can a caster hold more than one person? Should a person also constitute any beast as well? I think so. No need for Hold Monster, Hold Person, Hold Animal, Hold My.. </p><p></p><p>All in all, not a bad start for the spells. Real potential here.</p><p></p><p>The Dark Adept's Command spell was also play-tested and has some interesting effects. Here is a summary of my enchantment ideas for 5th edition based on what I learned from the play-testing. They are just suggestions to give us all ideas on how enchantments should be handled in the game. I am trying to order enchantments by how lethal they are in combat. I think that burst area is very powerful so just limited that to Turn Undead(which I thought would be better as Turn Alignment)</p><p></p><p>Your ideas will be different and I would like to hear them if you have time.</p><p></p><p>Turn Alignment</p><p>enchantment/encounter/class lvl 2/ranged line of sight burst 2/cha vs wis/You cause foes of opposing alignments to have the frightened condition and try to get out of your line of sight.</p><p></p><p>Little Dance</p><p>enchantment/at-will/class lvl 2/ranged line of sight/cha vs wis/You force your enemy to laugh and or dance wasting their next turn.</p><p></p><p>Cause Sleep</p><p>enchantment/encounter/class lvl 3/ranged line of sight/cha vs wis/The sleeping foe wakes and ends the effect from an ally's standard action slap or 1 enemy's automatic hit and damage.</p><p></p><p>Hold Foe</p><p>enchantment/at-will/class lvl 4/ranged line of sight/cha vs wis/You bind your enemy who can not move and takes an automatic hit and normal damage. Reroll the hold after the enemy takes a hit. The enemy can roll a wis save versus your cha at the beginning of its turn.</p><p></p><p>Command Foe</p><p>enchantment/encounter/class lvl 5/ranged line of sight/cha vs wis/You force 1 foe to approach you, or drop everything, or grovel on the ground before you./The foe rolls wis vs DC10+your cha mod at the beginning of its turn to try to break the control.</p><p></p><p>Charm Foe</p><p>enchantment/encounter/class lvl 6/ranged line of sight/cha vs wis/You force 1 foe to obey any command including attacking the self or an ally./The foe rolls wis vs DC10+your cha mod after attacking each time to try to break the charm. The victim also rolls wis vs your cha at the beginning of its turn.</p><p></p><p>Summon Being</p><p>conjuration prayer/encounter/class lvl 6/ranged 6/12/You teleport a number of beings totaling your level or less who fight to the death for you. You can not control a number of beings totalling greater than your level at any one time.</p></blockquote><p></p>
[QUOTE="ren1999, post: 5937651, member: 85179"] O.k. So the first thing that I noticed is the range. The description talks about 100ft. but is that even necessary? ranged line of sight is all that is needed. The conditions based on the hit points of the target get pretty tedious. I think we should dump that idea. I don't see Hold Person as a paralysis spell rather as a freezing the enemy in place spell. The enemy does not drop everything but holds everything very tightly unable to move. I also don't think that just granting the attacker advantage over the held target is enough. When the held target is melee attacked it should be an automatic hit with regular damage. (This is because characters hate receiving maximum damage when they are held as it usually kills them at lower levels, so I said, sure, but monsters do not take max damage either) The held target should then get an opportunity to break the enchantment after every hit because of the motivation of pain. Otherwise, if not attacked, the target can roll a save at the beginning of its turn. And it would be nice if all enchantment spells are based on charisma rather than intelligence in order to entice casters to spend more ability level-up points on charisma. 1d20+charisma modifier versus the target's 10+wisdom modifier target saves at 1d20+wisdom modifier versus caster's DC10+charisma modifier Question, can a caster hold more than one person? Should a person also constitute any beast as well? I think so. No need for Hold Monster, Hold Person, Hold Animal, Hold My.. All in all, not a bad start for the spells. Real potential here. The Dark Adept's Command spell was also play-tested and has some interesting effects. Here is a summary of my enchantment ideas for 5th edition based on what I learned from the play-testing. They are just suggestions to give us all ideas on how enchantments should be handled in the game. I am trying to order enchantments by how lethal they are in combat. I think that burst area is very powerful so just limited that to Turn Undead(which I thought would be better as Turn Alignment) Your ideas will be different and I would like to hear them if you have time. Turn Alignment enchantment/encounter/class lvl 2/ranged line of sight burst 2/cha vs wis/You cause foes of opposing alignments to have the frightened condition and try to get out of your line of sight. Little Dance enchantment/at-will/class lvl 2/ranged line of sight/cha vs wis/You force your enemy to laugh and or dance wasting their next turn. Cause Sleep enchantment/encounter/class lvl 3/ranged line of sight/cha vs wis/The sleeping foe wakes and ends the effect from an ally's standard action slap or 1 enemy's automatic hit and damage. Hold Foe enchantment/at-will/class lvl 4/ranged line of sight/cha vs wis/You bind your enemy who can not move and takes an automatic hit and normal damage. Reroll the hold after the enemy takes a hit. The enemy can roll a wis save versus your cha at the beginning of its turn. Command Foe enchantment/encounter/class lvl 5/ranged line of sight/cha vs wis/You force 1 foe to approach you, or drop everything, or grovel on the ground before you./The foe rolls wis vs DC10+your cha mod at the beginning of its turn to try to break the control. Charm Foe enchantment/encounter/class lvl 6/ranged line of sight/cha vs wis/You force 1 foe to obey any command including attacking the self or an ally./The foe rolls wis vs DC10+your cha mod after attacking each time to try to break the charm. The victim also rolls wis vs your cha at the beginning of its turn. Summon Being conjuration prayer/encounter/class lvl 6/ranged 6/12/You teleport a number of beings totaling your level or less who fight to the death for you. You can not control a number of beings totalling greater than your level at any one time. [/QUOTE]
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