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General Tabletop Discussion
*Dungeons & Dragons
Some New Divination Spells
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<blockquote data-quote="Hawk Diesel" data-source="post: 7509540" data-attributes="member: 59848"><p>Thanks for the feedback!</p><p></p><p> [MENTION=20564]Blue[/MENTION] - I can see where you're coming from on the Combat Clarity. I based it off of a mix of Bless (add 1d4 to attack rolls) and Bane (subtract 1d4 to saves). The intention for the save disadvantage wasn't intended for debuffs but rather more about direct damage spells (knowing when to cast fireball at the most opportune time and in just the right place to make it as hard as possible to get out of the way). I also was watching Haste closely to keep it on par, without overshadowing it.</p><p></p><p> [MENTION=4881]Sabathius42[/MENTION] - First of all, good catch with the Sword of Damocles! It is intended to end once the reaction has been used, so I will adjust the wording to reflect that.</p><p></p><p>Also I understand your concern with Divination being more about the buffs than the debuffs. I was trying carefully not to make it seem like a curse, which I tend to feel like belongs more in the Necromancy camp. But the way I view it is less about impacting how the enemies avoid the spells, but improving the timing and placement of the spell you are casting. But as I mentioned with Blue, it was really more intended for direct damage spells rather than imposing a penalty against spells like Hold Person. Maybe by clarifying area of effect spells that target strength, dex, or con. But then I feel it becomes too complicated or unwieldy. I also don't want to add a bonus to AC, since then it becomes too similar to Haste.</p><p></p><p>As to Doom Sense, I personally don't see it as direct damage since it needs to key off someone else hitting the target. Also, I considered making it the same damage type as the original attack. However, I think force damage is a good representation of damage that in general is very difficult to avoid since almost nothing is resistant to it.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7509540, member: 59848"] Thanks for the feedback! [MENTION=20564]Blue[/MENTION] - I can see where you're coming from on the Combat Clarity. I based it off of a mix of Bless (add 1d4 to attack rolls) and Bane (subtract 1d4 to saves). The intention for the save disadvantage wasn't intended for debuffs but rather more about direct damage spells (knowing when to cast fireball at the most opportune time and in just the right place to make it as hard as possible to get out of the way). I also was watching Haste closely to keep it on par, without overshadowing it. [MENTION=4881]Sabathius42[/MENTION] - First of all, good catch with the Sword of Damocles! It is intended to end once the reaction has been used, so I will adjust the wording to reflect that. Also I understand your concern with Divination being more about the buffs than the debuffs. I was trying carefully not to make it seem like a curse, which I tend to feel like belongs more in the Necromancy camp. But the way I view it is less about impacting how the enemies avoid the spells, but improving the timing and placement of the spell you are casting. But as I mentioned with Blue, it was really more intended for direct damage spells rather than imposing a penalty against spells like Hold Person. Maybe by clarifying area of effect spells that target strength, dex, or con. But then I feel it becomes too complicated or unwieldy. I also don't want to add a bonus to AC, since then it becomes too similar to Haste. As to Doom Sense, I personally don't see it as direct damage since it needs to key off someone else hitting the target. Also, I considered making it the same damage type as the original attack. However, I think force damage is a good representation of damage that in general is very difficult to avoid since almost nothing is resistant to it. [/QUOTE]
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