Darrin Drader
Explorer
A bit more of the 4e "per" paradigm.
Greg K said:1) Does he change anything about raise dead, resurrection etc.? How does he address it
Monte Cook said:Using these rules, it’s really hard to bring back the dead, and in particular the long dead. This was an intentional choice on my part, simply because I saw how the raise dead spell cheapens the threat of death. More than that, though, it changes the campaign world. A setting where kings and the very wealthy simply won’t die except from extreme old age is really a very strange place. That’s going to completely shape the culture—not a bad thing, but something that I don’t want to deal with in most of my campaigns.
Greg K said:2) Does he change anything about movement spells like teleportation? How does he address it
Greg K said:3) Does he do anything about Summon Monster and Nature's Ally spells? Again, what?
Greg K said:4) What does he do, if anything about save or die spells?
Monte Cook said:I’ve found “save or die” effects to be very exciting, but ultimately unsatisfying. I have taken steps to eliminate them from the vast majority of spells presented here, changing them to massive amounts of damage instead. While the huge amounts of damage the new versions of the spells inflict might still amount to “save or die,” at least they use a standardized concept (hit points) to determine whether a character dies. I would likewise advise eliminating other similar effects, such as the vorpal weapon quality. Note that some spells, like circle of death, are left as-is despite their “save or die” nature because of the Hit Dice limitations built into them. These, in effect, are just like spells that inflict lots of damage, as creatures with lots of hit points still enjoy an advantage.
Greg K said:5) What does he do, if anything about save and suck spells? For instance, does he do anything like staged effects by degree of failure on the save?
Greg K said:6) How do the minor spell caster abilities compare to Complete Mage's reserve feats in terms of implementation?
Greg K said:7) What, if anything does he do about to eliminate/replace XP costs for spellcasting? How about for magic item creation?
Greg K said:8) Does he address a replacement for level draining?
Greg K said:1) For Teleportation type spells, I would like to see long range teleporation and dimensional travel spells be rituals that take longer to cast and, hopefully moved to higher levels.
Greg K said:2) For Summoning Spells, again I would like to see them as rituals that take much longer to cast. I would also like to see summon monster broken down into spells for Abyssal, Celestial, Infernal, Elemental
Greg K said:3) For Save and Suck, Ideally, I would like to see staged effects based on by how much a save is failed.
kensanata said:Monte replaced all the Cure spells with a new Healing system wherein clerics don't spend an action to heal somebody. Instead, the healed spends an action to get healed. Quite an interesting change. There are many more subtle changes in that area.