But on the other hand, I dislike the idea of a darkness spell just sucking away all light and making the game into Blind Man's Bluff.Ninja-to said:1. Darkness spells casting 'shadowy illumination'. Please make it 'dark'...!
My preference is that a Darkness spell reduces the light within its radius by one step -- bright becomes shadowy, shadowy becomes total darkness. As an added bonus, that helps to answer the question of how darkness and light sources interact.
More to the point, it's always been that Invisibility was overpowered early on, and then worthless at high levels (when See Invis is cheap and many monsters have that or true sight all the time, automatically).2. Invisibility. Where to begin. Either start giving saves for this spell, or create much more readily available methods of overcoming it. This has always been a problematic game mechanic.
AFAIK this stuff is going to be totally rewritten. There's no ethereal now, but incorporeality certainly will still exist -- but hopefully a rules rewrite will make it work properly. I'd definitely expect to see any Jaunt-like abilities turn into "turn incorporeal for X rounds" instead... but they should be more rare, as the devs have noted how plot-breaking it is to have the ability to bypass walls and doors at will.3. Ethereal/Incorporeal/Gaseous/'Touch' attacks. My god... do I need to even mention the issues with these? Please simplify it. 2nd ed was 'need +1 weapons to hit' and it was on with the show. The very name of 'touch attack'... sigh.
Touches are out as a seperate mechanic; now you just make an attack against the target's Reflex Defense instead of their AC.
I agree! I wrote a new silence spell years ago that I called "Cloak of Silence", which applied a listen penalty to hear sounds produced inside it. Each square of the spell's effect applied a -5 penalty on a listener's check (replacing all normal range penalties for that area), so four squares of Cloak would add up to a -20 penalty to hear the guy in the center -- but it didn't stop spellcasters or whatever, and it was not as obvious if the edge of the effect brushed somebody else -- and somebody in the center of the spell with you could hear you pretty clearly.4. Our 3.5 Silence is broken. I hope we get a new one.
I'm hoping to see something like that.
That just made me laugh, "on the fritz".5. Evards Black Tentacles is also on the fritz. With the new grapple rules, this will of course get a tune up.
I'd be more than happy to see portable holes go b'bye, and rope trick too. Though on the other hand, at least a rope trick would be less interesting now that the wizard won't run out of spells in twenty minutes and demand a full day in the rope trick to recover.6. Rope Trick/Non-Dimensional spaces/Bags of holding/Portable holes. Please explain in more detail. Make it clear if it's bad, then what happens after combining these effects. Oh and also, Rope Trick is broken. At the least, it's like a 'save our game so we can rest again in the middle of the dungeon' button.
I concur there -- I like flight, but I'd like to see less "fly spell" and more "I gots wings", and probably some Earthbind type effects to stop enemies from flying.7. Fly. Need more mundane methods of taking down someone who's flying. Arrows and javelins are 'nice', but there needs to be a greater limit on who can fly and for how long IMO.
Wish granted, I think. First, most monsters are losing their Dark and Low Light vision (geez, in 3.x, virtually EVERYTHING had LLV!), and if it works like in SWSE, they allow you to "ignore concealment from darkness", with DV also ignoring total darkness.8. Related to the below comment, Undead and Demons... please, if you do only one of the changes I've asked for, please, please, PLEEEEEASE make it that UNDEAD and DEMONS/DEVILS can see in natural darkness to any range...!! For both a mechanical and common sense point of view, I hate to have Pit Fiends and Liches ordering minions to carry torches around or light a corridor because they can't see further than 60 feet in the dark. Sigh.
So far as I know, it's just gone gone gone. Aligned creatures in general are rare, and Dave said in one of the Podcasts that you had to figure it out by watching their actions, not by casting a spell.**9. Detect Evil. Again... please, do something about this. As a DM, this would always make your Chaotic Evil sweet-talker dooomed to dangle on the end of a Paladin's spiked chain.