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Spell Versatility is GONE. Rejoice!
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<blockquote data-quote="Lanefan" data-source="post: 8132423" data-attributes="member: 29398"><p>An outgrowth of everything having huge whacks of hit points relative to some editions, perhaps: the fighter can hit on every attack and it'll still take ages to bring the foe down.</p><p></p><p>Happening to have the perfect spell selection for a situation vs happening to have a selection of spells that are of no use in that situation makes a much bigger difference than whether or not the fighter hits every time.</p><p></p><p>Which makes the question very simple: should the game make it easy to swap out spells (or to have all spells castable at all times), or should swapping require a certain amount of in-game time (a long-rest, a day, a week, the next downtime, whatever), or should swapping spells be impossible in any form.</p><p></p><p>Suggestion, if done right, can hose someone over far worse than PF can. Sure it doesn't do any damage, but the 'Suggested' task could be something that keeps the target busy for a long time, and thus out of your hair.</p><p></p><p>As for PF and other illusions: I take the stance that if someone believes an illusion then that illusion can hurt or even kill the believer, if done right. If someone casts a five-sense illusion of the cave collapsing on your head and you fall for it, you're in a world o' trouble.</p><p></p><p>The caster, always.</p><p></p><p>Situationally dependent. If the illusion is subtle enough that there's no reason not to disbelieve it (e.g. very slowly moving the gang-plank of a ship three feet to the left such that the next person who tries walking on it goes splash) then it's auto-success.</p><p></p><p>That said, one thing I don't allow illusions to do is coherently speak. The best they can do is make mumbly sounds as if speaking a very foreign language, but <em>Comprehend Language</em> or <em>Tongues</em> will not translate this speech (which might be a clue that something fishy's going on...)</p><p></p><p>The one that has someone's deity showing up is interesting: yes the viewer can try to disbelieve...but from the viewer's side there's going to be that doubt: what if it really <strong>is </strong>my deity and I'm caught looking askance at it?</p><p></p><p>Given that this idea seems to have been in the pre-marketing and was then pulled, what other reasoning could there be?</p><p></p><p>I suppose there's a non-zero chance it was intentionally pulled from this release in order to include it in some future release where it fits better, or as a setting-specific rule, or because of practical issues e.g. page count/space; but all of these seem rather unlikely.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8132423, member: 29398"] An outgrowth of everything having huge whacks of hit points relative to some editions, perhaps: the fighter can hit on every attack and it'll still take ages to bring the foe down. Happening to have the perfect spell selection for a situation vs happening to have a selection of spells that are of no use in that situation makes a much bigger difference than whether or not the fighter hits every time. Which makes the question very simple: should the game make it easy to swap out spells (or to have all spells castable at all times), or should swapping require a certain amount of in-game time (a long-rest, a day, a week, the next downtime, whatever), or should swapping spells be impossible in any form. Suggestion, if done right, can hose someone over far worse than PF can. Sure it doesn't do any damage, but the 'Suggested' task could be something that keeps the target busy for a long time, and thus out of your hair. As for PF and other illusions: I take the stance that if someone believes an illusion then that illusion can hurt or even kill the believer, if done right. If someone casts a five-sense illusion of the cave collapsing on your head and you fall for it, you're in a world o' trouble. The caster, always. Situationally dependent. If the illusion is subtle enough that there's no reason not to disbelieve it (e.g. very slowly moving the gang-plank of a ship three feet to the left such that the next person who tries walking on it goes splash) then it's auto-success. That said, one thing I don't allow illusions to do is coherently speak. The best they can do is make mumbly sounds as if speaking a very foreign language, but [I]Comprehend Language[/I] or [I]Tongues[/I] will not translate this speech (which might be a clue that something fishy's going on...) The one that has someone's deity showing up is interesting: yes the viewer can try to disbelieve...but from the viewer's side there's going to be that doubt: what if it really [B]is [/B]my deity and I'm caught looking askance at it? Given that this idea seems to have been in the pre-marketing and was then pulled, what other reasoning could there be? I suppose there's a non-zero chance it was intentionally pulled from this release in order to include it in some future release where it fits better, or as a setting-specific rule, or because of practical issues e.g. page count/space; but all of these seem rather unlikely. [/QUOTE]
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