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
*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
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
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spell changes: good or bad?
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="Saeviomagy" data-source="post: 1328790" data-attributes="member: 5890"><p>A good change. The spell is now set up to basically last for a single encounter, giving a decent boost for the duration of that encounter.</p><p></p><p>10 feet of movement isn't that amazing, and the classes that get it are fairly restricted.</p><p></p><p>Sleep was THE low level combat spell all through 1st, 2nd and 3rd edition, and typically left the fighters of a group with absolutely nothing to do. 4HD means it's still a good spell, but not a dominating one.</p><p></p><p>Let's take a look at some scenarios:</p><p></p><p>1. Rogue goes scouting on his own - he can't go too far from the rest of the group, because there is always a chance he'll be seen or heard and need backup. The party as a whole is involved in the adventure, and additionally the rogue gets some mileage out of his hard-earnt skill ranks.</p><p></p><p>2. Wizard casts invisibility (old version - 10 minutes a level) and goes scouting on his own - While the invisibility runs, the wizard has basically got no chance of being seen. He can go way ahead with minimal risk. The party basically may as well not be there. The result is that the wizard gets to do a lot of stuff for a long time, and everyone else just sits and watches. Additionally, the rogue may as well just pack it in as a scout.</p><p></p><p>3. Wizard casts invisibility (new version). Lasts for a minute a level, so the wizard has to stay close to the party. He still has no chance of being seen, but he can't go on such huge extended scouting missions any more. The rogue still loses a lot of power, but at least he's superior for long scouting missions.</p><p></p><p>Woohoo! A decent 2nd level damage spell! I don't think the problem is that it's too powerful - I think that the 2nd level damage spells (apart from it) are much too weak.</p><p></p><p>Bad writing means that it lights up areas. Apart from that I think it's a much better spell.</p><p></p><p>The old spell was awful - it basically 100% shut down any fight, and counters to it were few and far between.</p><p></p><p>Heaven forbid you met a juvenile black dragon - his blindsight and breath weapon combined with his darkness power basically meant that he'd TPK anyone unless you had daylight memorised or were immune to acid.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1328790, member: 5890"] A good change. The spell is now set up to basically last for a single encounter, giving a decent boost for the duration of that encounter. 10 feet of movement isn't that amazing, and the classes that get it are fairly restricted. Sleep was THE low level combat spell all through 1st, 2nd and 3rd edition, and typically left the fighters of a group with absolutely nothing to do. 4HD means it's still a good spell, but not a dominating one. Let's take a look at some scenarios: 1. Rogue goes scouting on his own - he can't go too far from the rest of the group, because there is always a chance he'll be seen or heard and need backup. The party as a whole is involved in the adventure, and additionally the rogue gets some mileage out of his hard-earnt skill ranks. 2. Wizard casts invisibility (old version - 10 minutes a level) and goes scouting on his own - While the invisibility runs, the wizard has basically got no chance of being seen. He can go way ahead with minimal risk. The party basically may as well not be there. The result is that the wizard gets to do a lot of stuff for a long time, and everyone else just sits and watches. Additionally, the rogue may as well just pack it in as a scout. 3. Wizard casts invisibility (new version). Lasts for a minute a level, so the wizard has to stay close to the party. He still has no chance of being seen, but he can't go on such huge extended scouting missions any more. The rogue still loses a lot of power, but at least he's superior for long scouting missions. Woohoo! A decent 2nd level damage spell! I don't think the problem is that it's too powerful - I think that the 2nd level damage spells (apart from it) are much too weak. Bad writing means that it lights up areas. Apart from that I think it's a much better spell. The old spell was awful - it basically 100% shut down any fight, and counters to it were few and far between. Heaven forbid you met a juvenile black dragon - his blindsight and breath weapon combined with his darkness power basically meant that he'd TPK anyone unless you had daylight memorised or were immune to acid. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spell changes: good or bad?
Top