Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Sick of Magic Missile
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Brottor Dankil" data-source="post: 2622194" data-attributes="member: 27953"><p>I only used low level spells as a example, so that's why I said the list goes on and on. If somebody needs further examples with higher level spells that now suck in 3.5, I can provide that list too.</p><p></p><p>Why should a 2nd level spell <strong>not </strong> be effective after 5th level. I'm not saying always effective, but at least effective for a few rounds if the initial saving throw fails (which is no guarantee). Most spells improve as the caster gets better at casting it, but Hold Person becomes less and less effective, to the point where you don't even bother keeping it. I do think that the old duration was high, because as the spellcaster advanced, a hold person would eliminate one enemy from an <strong>entire</strong> combat encounter, if the saving throw failed. But I think they went too far in restricting it. Maybe it needs a duration based on a spellcaster/enemy hit dice ratio? But as it stands, the spell is only truely effective from 3rd to 5th or 6th level, then it's little better than Hypnotism or Sleep.</p><p></p><p>Shield changed from +7 cover bonus to +4 shield bonus (so no stacking if you already have a shield bonus) both being 1 <strong>min</strong>/level duration. By comparison, Mage armor is a +4 armor bonus, <strong>hr</strong>/level duration. I just think the power balance for Shield went too far the wrong way. Maybe make Shield +4 a deflection or cover bonus at least so it can stack.</p><p></p><p><em>Why should a mere third level spell allow a spellcaster to cast an extra spell per round?</em> Why should a <strong>mere</strong> first level feat allow a melee artist to attack an extra time per round? Haste was reduced in power from 2nd Ed to 3.0 and again from 3.0 to 3.5. What's wrong with a spellcaster using up a third level spell slot to be able to cast an extra spell per round for the next few rounds? Or even three spells per round with Quicken (at a spell slot 4 levels higher)? Quicken is <strong>not</strong> useless with the old Haste, but now Haste is nearly useless, merely <strong>another buff spell </strong> for melee artists. Don't melee artists get feats allowing them to attack extra times in a round <strong>without a duration limit</strong>? And doesn't Haste allow melee artists to get the benefit of an extra attack per round? The balance for spell casters is not there. Haste is now barely better than expeditious retreat for spell casters.</p><p></p><p>I do have a problem with low level spells being totally uneffective at high level. Are melee artist skills/feats of low level uneffective at high levels? I think every spell should have the benefit of only allowing one shot at a saving throw and one shot at magic resistance, not allowing multiple saves per spell just to reduce duration. If the duration of a spell is too long, then put a cap it, so at least the spellcaster has some idea how long an enemy is going to be out in the rare event they fail save. </p><p></p><p>Yes metamagic can be used on low level spells to make them more effective, but at the expense of <strong>higher level spell slots</strong>. <em>But then what do we do with all the first and second level spell slots that are totally useless now?</em> Why do only spellcaster abilities become less useful as the characters progress? I don't see anybody elses abilities become less useful in the slightest.</p><p></p><p></p><p>Arcane spellcasters use MM at higher levels because it is about the only effective first level spell at higher levels. If you want your spellcasters to use something else, then make the other spell(s) <strong>more</strong> effective at higher levels. For petes sake it's five 1d4+1 MAXIMUM for a tenth level caster and up (average 17.5 damage) to <em>one</em> opponent. How many attacks from a tenth level Fighter would the spell caster have to take to get off that ONE spell. Or how about a 20th level fighter. Yet we quibble that MM is out of balance because it's the only 1st level spell that spellcasters use. Could it be that the entire remaining 1st/2nd level spells are out of balance, grossly underpowered, which is why MM is chosen more often?</p><p></p><p>-Brottor</p></blockquote><p></p>
[QUOTE="Brottor Dankil, post: 2622194, member: 27953"] I only used low level spells as a example, so that's why I said the list goes on and on. If somebody needs further examples with higher level spells that now suck in 3.5, I can provide that list too. Why should a 2nd level spell [B]not [/B] be effective after 5th level. I'm not saying always effective, but at least effective for a few rounds if the initial saving throw fails (which is no guarantee). Most spells improve as the caster gets better at casting it, but Hold Person becomes less and less effective, to the point where you don't even bother keeping it. I do think that the old duration was high, because as the spellcaster advanced, a hold person would eliminate one enemy from an [B]entire[/B] combat encounter, if the saving throw failed. But I think they went too far in restricting it. Maybe it needs a duration based on a spellcaster/enemy hit dice ratio? But as it stands, the spell is only truely effective from 3rd to 5th or 6th level, then it's little better than Hypnotism or Sleep. Shield changed from +7 cover bonus to +4 shield bonus (so no stacking if you already have a shield bonus) both being 1 [B]min[/B]/level duration. By comparison, Mage armor is a +4 armor bonus, [B]hr[/B]/level duration. I just think the power balance for Shield went too far the wrong way. Maybe make Shield +4 a deflection or cover bonus at least so it can stack. [I]Why should a mere third level spell allow a spellcaster to cast an extra spell per round?[/I] Why should a [B]mere[/B] first level feat allow a melee artist to attack an extra time per round? Haste was reduced in power from 2nd Ed to 3.0 and again from 3.0 to 3.5. What's wrong with a spellcaster using up a third level spell slot to be able to cast an extra spell per round for the next few rounds? Or even three spells per round with Quicken (at a spell slot 4 levels higher)? Quicken is [B]not[/B] useless with the old Haste, but now Haste is nearly useless, merely [B]another buff spell [/B] for melee artists. Don't melee artists get feats allowing them to attack extra times in a round [B]without a duration limit[/B]? And doesn't Haste allow melee artists to get the benefit of an extra attack per round? The balance for spell casters is not there. Haste is now barely better than expeditious retreat for spell casters. I do have a problem with low level spells being totally uneffective at high level. Are melee artist skills/feats of low level uneffective at high levels? I think every spell should have the benefit of only allowing one shot at a saving throw and one shot at magic resistance, not allowing multiple saves per spell just to reduce duration. If the duration of a spell is too long, then put a cap it, so at least the spellcaster has some idea how long an enemy is going to be out in the rare event they fail save. Yes metamagic can be used on low level spells to make them more effective, but at the expense of [B]higher level spell slots[/B]. [I]But then what do we do with all the first and second level spell slots that are totally useless now?[/I] Why do only spellcaster abilities become less useful as the characters progress? I don't see anybody elses abilities become less useful in the slightest. Arcane spellcasters use MM at higher levels because it is about the only effective first level spell at higher levels. If you want your spellcasters to use something else, then make the other spell(s) [B]more[/B] effective at higher levels. For petes sake it's five 1d4+1 MAXIMUM for a tenth level caster and up (average 17.5 damage) to [I]one[/I] opponent. How many attacks from a tenth level Fighter would the spell caster have to take to get off that ONE spell. Or how about a 20th level fighter. Yet we quibble that MM is out of balance because it's the only 1st level spell that spellcasters use. Could it be that the entire remaining 1st/2nd level spells are out of balance, grossly underpowered, which is why MM is chosen more often? -Brottor [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sick of Magic Missile
Top