Spells that Break the Rules (But arent neccessarily broken)

Well, there are no spells that break the rules, as the spells are the rules, but I know what you mean, of course. :)

Bye
Thanee
 

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dcollins said:
You've just described my worst nightmare. D&D with no flavor to it, merely a spreadsheet min/max exercise. Consider how well the Epic spell seeds system worked out, for example.
Eh. It's just another step in the creeping HEROization of D&D. The trick is to make sure it actually works, unlike the epic mess.
 


Personally, I don't think you *need* rules for creating new spells. Rules allow for cheese "But, it *says* I can do this in the rules!" Whereas lack of rules allow for the DM to say "No way am I letting that cheese in!" (not that the DM can't override the rules, you just hear a lot less whining about it if there's not a rule supporting your position).

Making a new spell is fairly simple.... there are a ton of guidelines right in the PHB - each spell is a guideline. Figure out what spells are closest to what you're trying to do, and use their level as a guideline, and fudge as necessary.

-The Souljourner
 

Saeviomagy said:
Ideally, one would have but a single damage spell description, with a bunch of modifiers that you could add together to construct your own custom damage spell, and which would automatically be an appropriate level for it's power.

Welcome to Elements of Magic!
 

Making a new spell is fairly simple.... there are a ton of guidelines right in the PHB - each spell is a guideline. Figure out what spells are closest to what you're trying to do, and use their level as a guideline, and fudge as necessary.

There are certain problems with this

one, is that theres a number of core spells that are unbalanced...rarely that are too powerful (such as Flame Strike..for who gets it...) or that are underpowered (such as Daze Monster or Cone of Cold)


Nextly, if your trying to do something a little different...if there isnt anything to compare to...your pretty much on your own. Even just balancing secondary effects with damage spells is hard, because very few existing damage spells have secondary effects


And balancing say defensive spells, AC/Save bonuses and the like can be hard again because in core they are few and far between

I dont neccessarily want hard and fast rules. A page or two worth of real detailed advice and guidlines would however be nice.
 

andargor said:
Minor nitpick: DR? I think not. :)

Why even bother to mention it? You know I mean energy resistance, I know I mean energy resistance, in context everyone else will know I mean energy resistance...
 


Merlion -
You're right in that the damage type should matter in determining the damage cap (or possibly die size). The unique damage types you've suggested before - such as gravitational damage - really should result in a lower die size, since there is no form of defense against them.
 

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