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<blockquote data-quote="Sadrik" data-source="post: 3761325" data-attributes="member: 14506"><p>Well, here is an example of a spell that I would alter: Feeblemind! That spell really screws up people. It should be INT damage not -you are reduced to 3. It takes nothing into account like I have a 47 INT if it were 2d6 INT damage it would still be devastating. Also rather than giving a wizard -4 (I think it is) to save you could make them lose 3d6 INT instead. Also, as stat damage it can be healed. This is an example of an effect that should be mitigated.</p><p>Basically, 9th level spells like power word kill are fine by me. But 4th level spells like phantasmal killer are not ok with me (even with its make two saves- if you fail both you die.) So nearly, all save or die or disable or make useless spells should be gone or mitigated except at the most upper reaches and even then I dont like them. </p><p>My experiences at conventions playing in high level games in 3ed has been: a volley of first round save or die effects. My ultra powerful ranger/rogue/assassin/arcane archer, rolled a "1". Oops I Imploded. After the fight- true res -50k. Next fight oops I rolled a "1" again I am destroyed. After fight- true res -50k. It was silly. Please remove save or die, even at high level. None of these monsters survived more than 1-3 rounds so by wasting their precious 1 action on essentially forcing us to rest and lose 50k they didnt accomplish much for the monster. Other monster features could make them more interesting and in turn the flow of the game more interesting.</p><p></p><p> No your class is the most important part of this. Turn undead is a talent only available as a cleric. Sneak attack is a talent only available as a rogue. Basically, assign all of the class features spells and combat feats as a talent that you can select from a succinct group of abilities assigned to your class, of course there can be cross over. For example: power attack can be a fighter and a paladin ability.</p><p></p><p>Well, that would be the best solution, however I think that is not something that they would do. It would move the cleric into obscurity. Not bad in my opinion but the cleric is a sacred cow that I think that they obviously cannot touch.</p><p></p><p>Getting bonus skill points as a class feature as in 3.5 is not a very good mechanic. First it assumes one thing- at first level there are simply better skilled people than others (rogue vs. fighter). I think this is patently false because because a lord knight (fighter) should absolutely know a lot of stuff. A street thug (rogue) should absolutely not know a lot of stuff. The current system chocks this up to the difference in the modifiers of INT but it is not enough. Either give more weight to INT while selecting skills at first or give everyone the same amount of skills then modify by INT. I prefer the latter of the two.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3761325, member: 14506"] Well, here is an example of a spell that I would alter: Feeblemind! That spell really screws up people. It should be INT damage not -you are reduced to 3. It takes nothing into account like I have a 47 INT if it were 2d6 INT damage it would still be devastating. Also rather than giving a wizard -4 (I think it is) to save you could make them lose 3d6 INT instead. Also, as stat damage it can be healed. This is an example of an effect that should be mitigated. Basically, 9th level spells like power word kill are fine by me. But 4th level spells like phantasmal killer are not ok with me (even with its make two saves- if you fail both you die.) So nearly, all save or die or disable or make useless spells should be gone or mitigated except at the most upper reaches and even then I dont like them. My experiences at conventions playing in high level games in 3ed has been: a volley of first round save or die effects. My ultra powerful ranger/rogue/assassin/arcane archer, rolled a "1". Oops I Imploded. After the fight- true res -50k. Next fight oops I rolled a "1" again I am destroyed. After fight- true res -50k. It was silly. Please remove save or die, even at high level. None of these monsters survived more than 1-3 rounds so by wasting their precious 1 action on essentially forcing us to rest and lose 50k they didnt accomplish much for the monster. Other monster features could make them more interesting and in turn the flow of the game more interesting. No your class is the most important part of this. Turn undead is a talent only available as a cleric. Sneak attack is a talent only available as a rogue. Basically, assign all of the class features spells and combat feats as a talent that you can select from a succinct group of abilities assigned to your class, of course there can be cross over. For example: power attack can be a fighter and a paladin ability. Well, that would be the best solution, however I think that is not something that they would do. It would move the cleric into obscurity. Not bad in my opinion but the cleric is a sacred cow that I think that they obviously cannot touch. Getting bonus skill points as a class feature as in 3.5 is not a very good mechanic. First it assumes one thing- at first level there are simply better skilled people than others (rogue vs. fighter). I think this is patently false because because a lord knight (fighter) should absolutely know a lot of stuff. A street thug (rogue) should absolutely not know a lot of stuff. The current system chocks this up to the difference in the modifiers of INT but it is not enough. Either give more weight to INT while selecting skills at first or give everyone the same amount of skills then modify by INT. I prefer the latter of the two. [/QUOTE]
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