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*Pathfinder & Starfinder
Spells which were not properly nerved...
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<blockquote data-quote="JiffyPopTart" data-source="post: 4988624" data-attributes="member: 4881"><p>The reason the term "save-or-die" was invented is because there are a WHOLE lot of spells that give the opponent one chance to save or they are effectively killed. It doesn't matter if you turn them to stone, into a frog, disintegrate them, teleport them into a sun, freeze their body so your minotaur fighter can coup-de-grace their head off, or simply delete the from the universe, the end result in game terms is someone failed one die roll and then were taken out of the fight permanantly.</p><p></p><p>To some folks (myself included) any sort of save-or-die mechanic isn't good game design.</p><p></p><p>You can move spells around in what level they are gained, but in the end, if you don't address the fundamental save-or-die mechanic, you are just delaying what (to some) is a part of the game that is not enjoyable.</p><p></p><p>That being said, 4e has swing the power ability of a LOT of spells too far in the other direction (ala Baleful Polymorph having a 55%+ chance of ending each round) making them not do what they originally did (turning someone into a toad permanently).</p><p></p><p>The BALANCE I would propose if I were making a fixed version of D&D would be to have Baleful Polymorph function as it does in 4e is used DURING combat and function as it did in 1-3e if used out of combat.</p><p></p><p>Similarly I would have BLINDNESS, DEAFNESS, PETRIFICATION, and any number of similar spells work in much the same way. Short term used in combat and permanent if used out of combat.</p><p></p><p>Finally, only fools purchase 10' poles. Everyone knows what you should do is purchase a 10' ladder (which costs less), disassemble it, and have 2 10' poles and 5 wooden stakes.</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 4988624, member: 4881"] The reason the term "save-or-die" was invented is because there are a WHOLE lot of spells that give the opponent one chance to save or they are effectively killed. It doesn't matter if you turn them to stone, into a frog, disintegrate them, teleport them into a sun, freeze their body so your minotaur fighter can coup-de-grace their head off, or simply delete the from the universe, the end result in game terms is someone failed one die roll and then were taken out of the fight permanantly. To some folks (myself included) any sort of save-or-die mechanic isn't good game design. You can move spells around in what level they are gained, but in the end, if you don't address the fundamental save-or-die mechanic, you are just delaying what (to some) is a part of the game that is not enjoyable. That being said, 4e has swing the power ability of a LOT of spells too far in the other direction (ala Baleful Polymorph having a 55%+ chance of ending each round) making them not do what they originally did (turning someone into a toad permanently). The BALANCE I would propose if I were making a fixed version of D&D would be to have Baleful Polymorph function as it does in 4e is used DURING combat and function as it did in 1-3e if used out of combat. Similarly I would have BLINDNESS, DEAFNESS, PETRIFICATION, and any number of similar spells work in much the same way. Short term used in combat and permanent if used out of combat. Finally, only fools purchase 10' poles. Everyone knows what you should do is purchase a 10' ladder (which costs less), disassemble it, and have 2 10' poles and 5 wooden stakes. DS [/QUOTE]
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