Spell Focus - too weak now?

Thanee

First Post
Hello!

We are thinking about the new Spell Focus feat.

Is it too weak now? Actually, I think... yes!

The defensive feats still grant +2 to saves and generally there is a lot that increases saves at higher levels, but spell DCs are generelly rather weak in comparison. Of course, spellcasters are very powerful, but that's not really because of high spell DCs! ;)

They removed the really bad spell power abilities (Archmage, Red Wizard, etc), which is a good thing, but the new Spell Focus seems a bit much.

What are your thoughts on the halved bonus for Spell Focus?


House Rule: We are considering a change, so that it grants the old +2 to spell DCs, but in turn make Greater Spell Focus weaker (drop it completely, or limit it to high level by giving a high caster level requirement, like 12th).

Bye
Thanee
 

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My house rule consists of Spell Focus +1 and GSF +2 (stacking).

I only play till about lvl15... but I can't really say that there are too many save bonus items and not enough to raise your DCs.

It's the opposite... Players and baddies usually have a 50% chance to save against something that affects their best save. 5% against anything else.
 

I had no problem with Spell Focus, it was when it stacked with Greater Spell Focus that I found it problematic.

These two feats make it so a low-level wizard can have brutally difficult saves. Until the release of 3.5 it wasn't an issue because I wasn't using GSF (we run basically using only OGC materials in game). Now I am wishy-washy about the 3.5 versions. I don't want them back at +2 / +2, but I feel that +1 / +1 is too weak.
 

Personally, I do +1 for spell focus and +2 for greater spell focus.

But I've rarely had players ever take these feats anyway.
 


Spell Focus was to be my next feat. Now its not. The only way I could possibly justify it would be as a Wizard with all the bonus feats. For any other spellcasters wasting a feat on this is not worth it.
 

Darklone said:
... but I can't really say that there are too many save bonus items and not enough to raise your DCs.

It's the opposite... Players and baddies usually have a 50% chance to save against something that affects their best save. 5% against anything else.

Hmm... that's interesting, since it is absolutely the other way around for us!

Sometimes you need a 15+ against a really nasty opponent with your bad save, but good saves usually succeed with pretty average rolls.

How is it, that your save DCs are so high?

Everyone an Red Wizard/Archmage with Greater Spell Focus? ;)
Noone using Cloak of Resistance or other save enhancing items/spells?

What's a common save DC at 12th character level in your games (just picking that level, since our campaign is at that level currently)?

Bye
Thanee
 

Thanee said:
What's a common save DC at 12th character level in your games (just picking that level, since our campaign is at that level currently)?

Bye
Thanee
I've ruled Spellfocus to be +2, and don't allow Greater Spell Focus. The 12th-level druid in one of my games has a DC 24 flame strike (10 +4 spell level +2 Spellfocus +8 Wisdom mod). The character started with a 16 Wis, has boosted it 3 times through leveling, gained a +1 inherent bonus from reading a book of vile darkness, and crafted his own +6 Wis item to get the +8 mod.

Other than the +1 inherent bonus, that's typical of all the spellcasters in both my games, and the one I play in.
 

Ss

My biggest problem with the new Spell Focus has to do with the addition of Major and Superior Resistance in Savage Species. These spells grant a +3 or a +6 resistance bonus to saves, respectively, for 1hr/level. (A level 2 or 5 spell, available on all spell lists.)

My tweaked-out 3.0 halfling sorcerer with a mithral buckler of command (pre A&E), SF, GSF and Spellcasting Prodigy could barely get past these spells. (I had a DC 28 Polymorph Other. Slug! Slug! SLUG! *grin*)


Obviously, both spells need to be toned down to use in 3.5, but supposedly, Savage Species is forward compatible. Fat chance, huh? ;)
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I don't really have a problem with Iron Will, Great Fortitude and Lightning Reflexes, because a wizard specializing in a school only needs to take two feats for a total +2 bonus to their DC, whereas the target must take three feats to get a +2 bonus on their saving throws.

(A target doesn't have the luxury of knowing what spell is going to be cast, while a caster does.)
 

too weak. I rarely saw it at the +2 level now I'll never see it. I think they were really trying to weaken spellcasters in 3.5 wether they needed it or not I'm not sure. other than a few specific abuses I never had any problems with them.

Thing is some fixes were necesarry for the save dcs all the fixes they used were just flat out overkill.
 

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