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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Spellpower
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<blockquote data-quote="Janos Audron" data-source="post: 1050294" data-attributes="member: 4649"><p>I'm quite unhappy what they did to spellpower in 3.5. The 3.0 version was good for most classes:</p><p></p><p>Evoker: Better Damage</p><p>Necromancer: Better Save or Die</p><p>Illusionist: Better Save or Die</p><p>Transmuter: Better Polymorph Other</p><p>Enchanter: Better Dominate</p><p>Diviner: Quite useless</p><p>Conjurer: Better Trap the Soul (or not that useful)</p><p>Abjurer: Not that useful</p><p></p><p>The 3.5 version is good for few classes:</p><p></p><p>Evoker: Short term benifit (fireball caps @ 10, rest caps @ 15 or 20)</p><p>Necromancer: Quite useless</p><p>Illusionist: Spells last longer (not that useful)</p><p>Transmuter: Spells last longer (not that useful)</p><p>Enchanter: Spells last longer (not that useful)</p><p>Diviner: More questions? (not that useful)</p><p>Conjurer: Monsters stay longer, harder to dispel</p><p>Abjurer: Protection lasts longer, harder to dispel</p><p></p><p>So, instead of 5/8 classes that benifit from spellpower, there are just 3 left. That is, IMO, a bad change.</p><p></p><p>What's worse is that, from 13th level, a second level spell, cast three times, is, at least, equal to Spellpower +3. So, if you have become a Red Wizard a normal wizard can just cast three spells to not just get your 5th level ability, but he gets it better (universal, instead of one school). Same goes for Archmage (except that Archmage gets universal too). Of course, these things can get dispelled, but since there are very cheap dispel counters, let's leave that out of the comparison.</p><p></p><p>I agree that 3.0 Spellpower was kinda overpowered. +11 to DC's for Save or Die spells is a lot and I understand that it was too powerful. However, 3.5 Spellpower is kinda useless for Evokers, because all spells (save for one) cap at 20 dice. You gain a benifit that, in 5 to 10 levels isn't a benefit anymore. Necromancers, Diviners, Transmuters, Enchanters and Illusionists are better of casting 3 Create Magic Tattoo's and take a Spell Penetration feat (instead of either Tattoo Focus or Skill Focus (Spellcraft)) than to waste levels or feats. The benefit is not exactely the same, true, but I think it is close enough (+3 caster level / +2 to beat SR vs. +5 caster level).</p><p></p><p>So, what would make Spellpower a good ability again (or is it a good ability and am I just blinded by my dislike of 3.5 that I don't see it)? We've toyed with the idea to make Spellpower not stackable and then raise the damage cap by the amount of spellpower. This would be good for Evokers and it is somewhere between 3.0 and 3.5. However, that still doesn't make it a good ability for Necromancers, Enchanters, Diviners etc.</p><p></p><p><em>Notes:</em></p><p>Create Magic Tattoo is from FRCS.</p><p></p><p>Counter to Dispel Magic: Spellblade from MoF. Can be put either on Bladed Boots or Claw Bracers, so 16k = complete immunity to (targetted) (Greater) Dispel Magic.</p></blockquote><p></p>
[QUOTE="Janos Audron, post: 1050294, member: 4649"] I'm quite unhappy what they did to spellpower in 3.5. The 3.0 version was good for most classes: Evoker: Better Damage Necromancer: Better Save or Die Illusionist: Better Save or Die Transmuter: Better Polymorph Other Enchanter: Better Dominate Diviner: Quite useless Conjurer: Better Trap the Soul (or not that useful) Abjurer: Not that useful The 3.5 version is good for few classes: Evoker: Short term benifit (fireball caps @ 10, rest caps @ 15 or 20) Necromancer: Quite useless Illusionist: Spells last longer (not that useful) Transmuter: Spells last longer (not that useful) Enchanter: Spells last longer (not that useful) Diviner: More questions? (not that useful) Conjurer: Monsters stay longer, harder to dispel Abjurer: Protection lasts longer, harder to dispel So, instead of 5/8 classes that benifit from spellpower, there are just 3 left. That is, IMO, a bad change. What's worse is that, from 13th level, a second level spell, cast three times, is, at least, equal to Spellpower +3. So, if you have become a Red Wizard a normal wizard can just cast three spells to not just get your 5th level ability, but he gets it better (universal, instead of one school). Same goes for Archmage (except that Archmage gets universal too). Of course, these things can get dispelled, but since there are very cheap dispel counters, let's leave that out of the comparison. I agree that 3.0 Spellpower was kinda overpowered. +11 to DC's for Save or Die spells is a lot and I understand that it was too powerful. However, 3.5 Spellpower is kinda useless for Evokers, because all spells (save for one) cap at 20 dice. You gain a benifit that, in 5 to 10 levels isn't a benefit anymore. Necromancers, Diviners, Transmuters, Enchanters and Illusionists are better of casting 3 Create Magic Tattoo's and take a Spell Penetration feat (instead of either Tattoo Focus or Skill Focus (Spellcraft)) than to waste levels or feats. The benefit is not exactely the same, true, but I think it is close enough (+3 caster level / +2 to beat SR vs. +5 caster level). So, what would make Spellpower a good ability again (or is it a good ability and am I just blinded by my dislike of 3.5 that I don't see it)? We've toyed with the idea to make Spellpower not stackable and then raise the damage cap by the amount of spellpower. This would be good for Evokers and it is somewhere between 3.0 and 3.5. However, that still doesn't make it a good ability for Necromancers, Enchanters, Diviners etc. [i]Notes:[/i] Create Magic Tattoo is from FRCS. Counter to Dispel Magic: Spellblade from MoF. Can be put either on Bladed Boots or Claw Bracers, so 16k = complete immunity to (targetted) (Greater) Dispel Magic. [/QUOTE]
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