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sleep spell house rule ideas
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<blockquote data-quote="evilbob" data-source="post: 6331904" data-attributes="member: 9789"><p>100% agreed. It's so unlike anything else it really begs the question: why?</p><p></p><p>Very nice. This way helps make sure you don't affect too many big monsters by putting the HP cap on HOW they are affected, as opposed to IF they are affected. It also involves less value-judging from the beginning; 'everything is affected' is much easier and you can just check HP totals if they fail their save.</p><p></p><p>The only thing that can be tricky here is that sleep is a 20' radius area burst within 90'; that's a HUGE amount of ground that can be covered by one spell, and if you affect everything in it (potentially) that's a lot of effect. On the other hand, it also makes it nearly impossible to use in close combat since you'll almost definitely hit your allies. I wonder if it's worth making it smaller - like a 10' radius area - but making the consequence a little better - like -10' to movement instead of losing your reaction. Also, just to be picky, it's easier to track "until the start of my next turn" for multiple affected monsters as opposed to "until the end of their next turn," which means tracking each affected monster separately (a nasty byproduct of 4.0 abilities). And it would be easier to use movement (something that probably won't happen on an enemy's turn) vs. reactions in this case, since enemies that suddenly get their reactions halfway through the round would be weird.</p><p></p><p>Has anyone done any quick math on monsters to tell if level 2 spells should be dropping 20 HP or 15 HP creatures? From the excerpt released online it looks like at least three CR2 monsters have 45 HP, so +10 per spell slot level may be appropriate. On the other hand, Fireball does 28 average damage (14 on a save) and that's a third level spell, so if Sleep can save-or-die creatures up to 30 HP, that may be too strong. Another way to think about it would be as a 9th level spell: it would save-or-die against anything up to 90 HP at +10 HP a level. Since Power Word Kill works on 100 HP or fewer, this is nearly as good (although it does allow saves). At +5 HP/level, it's only 50 HP, which seems a little safer for a first-level spell.</p><p></p><p>I think my new house rule will be: Sleep works in a 10' radius area burst. All creatures in the area make a Wisdom save. On a failure, those with 10 hit points or less fall asleep; those with more than 10 hit points have their movement reduced by 10 feet until the start of your next turn. Increase the HP threshold by 5 for each spell level.</p></blockquote><p></p>
[QUOTE="evilbob, post: 6331904, member: 9789"] 100% agreed. It's so unlike anything else it really begs the question: why? Very nice. This way helps make sure you don't affect too many big monsters by putting the HP cap on HOW they are affected, as opposed to IF they are affected. It also involves less value-judging from the beginning; 'everything is affected' is much easier and you can just check HP totals if they fail their save. The only thing that can be tricky here is that sleep is a 20' radius area burst within 90'; that's a HUGE amount of ground that can be covered by one spell, and if you affect everything in it (potentially) that's a lot of effect. On the other hand, it also makes it nearly impossible to use in close combat since you'll almost definitely hit your allies. I wonder if it's worth making it smaller - like a 10' radius area - but making the consequence a little better - like -10' to movement instead of losing your reaction. Also, just to be picky, it's easier to track "until the start of my next turn" for multiple affected monsters as opposed to "until the end of their next turn," which means tracking each affected monster separately (a nasty byproduct of 4.0 abilities). And it would be easier to use movement (something that probably won't happen on an enemy's turn) vs. reactions in this case, since enemies that suddenly get their reactions halfway through the round would be weird. Has anyone done any quick math on monsters to tell if level 2 spells should be dropping 20 HP or 15 HP creatures? From the excerpt released online it looks like at least three CR2 monsters have 45 HP, so +10 per spell slot level may be appropriate. On the other hand, Fireball does 28 average damage (14 on a save) and that's a third level spell, so if Sleep can save-or-die creatures up to 30 HP, that may be too strong. Another way to think about it would be as a 9th level spell: it would save-or-die against anything up to 90 HP at +10 HP a level. Since Power Word Kill works on 100 HP or fewer, this is nearly as good (although it does allow saves). At +5 HP/level, it's only 50 HP, which seems a little safer for a first-level spell. I think my new house rule will be: Sleep works in a 10' radius area burst. All creatures in the area make a Wisdom save. On a failure, those with 10 hit points or less fall asleep; those with more than 10 hit points have their movement reduced by 10 feet until the start of your next turn. Increase the HP threshold by 5 for each spell level. [/QUOTE]
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