Righteous Might un-nerf

Thanee

First Post
Here's a simple idea to un-nerf Righteous Might (see new errata for current version).

I'd just make it exactly like the size change for monsters (+8 Str, -2 Dex, +4 Con, +2 natural armor, -1 to hit/AC) and use the lowered Damage Reduction from the errata (3/6/9 instead of 5/10/15).

What do you think?

Doesn't this sound more like a 5th level spell?

Bye
Thanee
 

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If you go by that line of thought, using the normal size rules, then why still keep Enlarge Person at only +2Str -2Dex? (Easy answer, it's only a 1st level spell).

But honestly, +8Str and a bump in size means either +3att/+4dmg for one-handed and +3att/+6dmg for two-handed weapons that stack with evertything under you could think of. I think that's just a bit too good. I'd much rather have the spell give a +8 (or perhaps even a +10) enhancement bonus, which would still make it very nice, but you can't stack it with quite as much other spells (most notably Divine Power, which grants +6 enhancement)
 

That's exactly what I did. RM grants a size increase, and you apply the relevant changes. A halfling cleric gets different changes than a human cleric, who gets different changes than a centaur cleric. Each player just determines his size increase and the required changes. Granting a "size" bonus that doesn't map to the creature size advancement rules strikes me as unnecessary churn.

Changed Animal Growth the same way, but left its DR the same, since 10/magic is fairly low anyway.

I think Enlarge Person is okay, not because it's a 1st-level spell, but because it only works on humanoids and takes a full round to cast.
 

Yeah, for different sizes apply the monster size changes as appropriate, that's also what I meant.

@Murazor: Divine Power and Righteous Might both are 1 round/level only and you need to cast them, too.

Bye
Thanee
 

Thanee said:
@Murazor: Divine Power and Righteous Might both are 1 round/level only and you need to cast them, too.

That's where stuff like Extend and/or Quicken comes in, either apply them yourself, or get a handy metamagic-rod.
 

Well, without derailing into a "I don't think the nerf was bad" discussion: I think it's too strong that way. Most of the time, our clerics only cast either Divine power or Righteous Might and the second was much stronger.

And Animal Growth... needs a fix.
 

Murazor said:
That's where stuff like Extend and/or Quicken comes in, either apply them yourself, or get a handy metamagic-rod.
Metamagic Rod of Quicken 75,500 gp

Tho, the effect of that item is certainly worth every single gold piece. ;)

But just because free application of metamagic (Divine Metamagic would be another way) is extremely strong, doesn't mean, that the spells should be weaker than their level suggests. It's a problem with the free application of metamagic, not with the spells.


@Darklone: Well, I'd hope that Righteous Might is better, it's one level higher, after all. I highly doubt, that this is still true after the errata, I think Divine Power would be used a lot more often then, and this is just wrong!

Bye
Thanee
 

I think scaling it by size (IE, halfling cleric gets bugger all bonuses, human one gets lots) unbalances the races.

Personally I don't think the spell should even exist. I'm alright with a spell that makes a cleric a match for a fighter in hand-to-hand combat BAB-wise, but I don't think they should just get random huge con and strength bonuses. What's the point in playing a fighter in that case?

Of course, the "increase your BAB" spell would probably be lower than 5th level.
 


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