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Play-Testing Hold Person
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<blockquote data-quote="Stormonu" data-source="post: 5938837" data-attributes="member: 52734"><p>We haven't seen any solid information on their spell design, but one of the things I'd like to see, if they're going with hit point threshholds, is to allow you to slot a spell based on HP threshholds.</p><p></p><p>Say, just for the sake of example, something on the order the spell works on a creature whose hit points are at 5 x level of spell. (For the sake of discussion here, I'm going to use the term "circle" to distinguish the 0-9 spell levels vs. character/monster levels)</p><p></p><p>For example, you could slot a <em>Hold Person</em> as a 2nd circle spell (at 3rd character level) and it would affect someone at 10 hp or less. Up it to a 3rd circle spell (at 5th level) and it affects someone at up to 15 hp or less. Boost it all the way up to 9th circle (at 17th level) and you can hold someone at 45 hp or less.</p><p></p><p>You could also have spells broaden what they affect at higher levels. Maybe as a 0-3rd circle spell, it only affects one type of creature (humanoids, animals, outsiders, etc). At higher spell circles, perhaps you can broaden their effects. These can either be hard-coded into the individual spells, or made into a general rule (my preference).</p><p></p><p>This could also work for damage spells, as well as staking out DCs - as you place spells into higher level slots you reduce the need for spell chains that basically do the same thing</p><p></p><p>If spellcasters can do these sort of tricks naturally with spells, you can have metamagic without the need for feats to cover this sort of stuff. It also would cut down on some of the redundant spell chains - Charm This, Dominate That, Cure Some of This, Lesser Spellamabob, Mass Whatzit Spell, etc.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5938837, member: 52734"] We haven't seen any solid information on their spell design, but one of the things I'd like to see, if they're going with hit point threshholds, is to allow you to slot a spell based on HP threshholds. Say, just for the sake of example, something on the order the spell works on a creature whose hit points are at 5 x level of spell. (For the sake of discussion here, I'm going to use the term "circle" to distinguish the 0-9 spell levels vs. character/monster levels) For example, you could slot a [I]Hold Person[/I] as a 2nd circle spell (at 3rd character level) and it would affect someone at 10 hp or less. Up it to a 3rd circle spell (at 5th level) and it affects someone at up to 15 hp or less. Boost it all the way up to 9th circle (at 17th level) and you can hold someone at 45 hp or less. You could also have spells broaden what they affect at higher levels. Maybe as a 0-3rd circle spell, it only affects one type of creature (humanoids, animals, outsiders, etc). At higher spell circles, perhaps you can broaden their effects. These can either be hard-coded into the individual spells, or made into a general rule (my preference). This could also work for damage spells, as well as staking out DCs - as you place spells into higher level slots you reduce the need for spell chains that basically do the same thing If spellcasters can do these sort of tricks naturally with spells, you can have metamagic without the need for feats to cover this sort of stuff. It also would cut down on some of the redundant spell chains - Charm This, Dominate That, Cure Some of This, Lesser Spellamabob, Mass Whatzit Spell, etc. [/QUOTE]
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