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General Tabletop Discussion
*TTRPGs General
(Rant) I don't like variable conditional modifiers
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<blockquote data-quote="sniffles" data-source="post: 3788294" data-attributes="member: 30035"><p>So I'm playing an elf wizard, using the elf wizard substitution levels from Races of the Wild. </p><p></p><p>The alternative elf wizard's familiar replaces Deliver Touch Spells and Speak With Others of Its Kind with the Natural Link ability, which doubles whatever benefit the familiar gives to the wizard.</p><p></p><p>I've taken Improved Familiar and my familiar is a celestial hawk. It gives my PC the same bonus as a normal hawk, +3 to Spot checks. This, according to the substitution level info, doubles as long as my familiar is <u>within reach</u>.</p><p></p><p>From my point of view, this means I'm going to constantly have to keep track of exactly where my familiar is at all times, so I can figure out whether I'm getting my +6 bonus or not. And the ability description goes on to say that if my familiar is more than a mile away I don't get any bonus at all, so if I send my familiar off to scout and say, cast <em>chain of eyes</em> on it (I forget what the range of that is, so just assume for discussion's sake that it's more than a mile), I have to remember that my Spot modifier goes way down.</p><p></p><p>I was also looking at the conditional modifiers for spellcasting, such as vigorous or violent motion. At least I can make a cheat sheet for that, but it bugs me that it's all adjusted by spell level. I'd rather just see a static DC for those conditions. </p><p></p><p>There, rant over. If anyone has any suggestions how to make it easier to manage such variable conditional modifiers, I'm all eyes.</p></blockquote><p></p>
[QUOTE="sniffles, post: 3788294, member: 30035"] So I'm playing an elf wizard, using the elf wizard substitution levels from Races of the Wild. The alternative elf wizard's familiar replaces Deliver Touch Spells and Speak With Others of Its Kind with the Natural Link ability, which doubles whatever benefit the familiar gives to the wizard. I've taken Improved Familiar and my familiar is a celestial hawk. It gives my PC the same bonus as a normal hawk, +3 to Spot checks. This, according to the substitution level info, doubles as long as my familiar is [U]within reach[/U]. From my point of view, this means I'm going to constantly have to keep track of exactly where my familiar is at all times, so I can figure out whether I'm getting my +6 bonus or not. And the ability description goes on to say that if my familiar is more than a mile away I don't get any bonus at all, so if I send my familiar off to scout and say, cast [I]chain of eyes[/I] on it (I forget what the range of that is, so just assume for discussion's sake that it's more than a mile), I have to remember that my Spot modifier goes way down. I was also looking at the conditional modifiers for spellcasting, such as vigorous or violent motion. At least I can make a cheat sheet for that, but it bugs me that it's all adjusted by spell level. I'd rather just see a static DC for those conditions. There, rant over. If anyone has any suggestions how to make it easier to manage such variable conditional modifiers, I'm all eyes. [/QUOTE]
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(Rant) I don't like variable conditional modifiers
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