kennew142 said:
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Removing ability damage doesn't have to mean that enfeebling effects have to go away. It would fit the new system very well to have a ray of enfeeblement that bestowed a -2 penalty on STR based attacks until the target makes a save.
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Or they could just give you -2 to melee attacks, -2 to ac, -2 to reflex defence, etc. In other words no secondary effects.
Better than getting -2 to str that gives -1 to attack and -1 or -2 to damage (if you had a two-handed weapon and 18 str to begin with), and -2 to attack with your mighty composite bow, etc, etc.
I am currently playing a cleric with the strength domain(+8 str), and access to bulls strength(+4str), divine power(+6str), rightous might(+4str), prc ability(+4str) and most of these stack, except the three first which are enhancement bonuses. And, offcourse wielding a two-handed weapon, so my attack isn't scaling at the same speed as my damage). It is a royal pain in the ass recalculating my attack/damage bonus all the time. ... Actually the problem here is that I just have too many ways to buff... And it makes fights totally unpredictable for the DM. My character either has 14 str and +13 to hit, or 30str and +26 to hit... (that would take two rounds of buffing to get with quickend divine favour, divine power, rightous might, prc ability and strenth domain...). In a strange kind of way I like tinkering with my character, I have lots of options every fight (its a cleric!!!), but I know its over the top and totally unpredictable.
On another topic discussed:
Using dex damaging attacks against a dragon isn't tactics but a strategy. The strategy can be used every combat. Tactics is something that probably changes from combat to combat.
In my current group if your strategy is to nuke every monster with for instance enfeebling ray you will get the spell banned. (It clearly isn't balanced). Instead of banning a spell, we have a silent understanding: you can use spells like that sometimes, but not often enough to make the game boring. The same with the improved trip/spiked chain/enlarge person combo. It is a general strategy that works too well in 3.5. (At the same time its a big investment in feats to enable, so we just banned it.)