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General Tabletop Discussion
*TTRPGs General
What do you think of the 3.5 spell changes?
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<blockquote data-quote="Jarval" data-source="post: 911566" data-attributes="member: 421"><p>First off, I've not seen all of the rules. My opinion of these spells may change after I've seen the whole 3.5 package.</p><p></p><p>* Buff spells like Bull's Strength have a 1 min/level duration, and bestow a +4 enhancement bonus</p><p></p><p>I don't like this change one bit. I'm with Monte Cook on 1 min/level durations, as they promote the "dash to find the next fight" mentality. A flat bonus seems OK, but I prefer the random roll.</p><p></p><p>* Polymorph Self has a 1 min/level duration now</p><p></p><p>See above. Plus it rules out a lot of the non-combat uses of the spell. Overall, not a good thing.</p><p></p><p>* Disintegrate is no longer an instant-kill spell, now inflicting something along the lines of 4d6 per caster level on a failed save, or much less on a successful save.</p><p></p><p>Not really bothered either way about this. Works either way.</p><p></p><p>* Stoneskin is DR 10/adamantite</p><p></p><p>This I like. I'm a big fan of the new DR rules.</p><p></p><p>* Haste no longer allows casters to cast two spells per round- it is purely extra move or extra physical actions.</p><p></p><p>This is by far my least favourite change. For me, the simple fix for this spell would have been leaving it's effect as it is, but upping it to 4th level. It makes no sense at all that combat should be speeded up, but not spellcasting. Plus the effect just isn't powerful enough if the spell stays at 3rd level. I can see this one going from the "must have" list to the "never taken" list...</p><p></p><p>* Hold Person allows a save every round to break it</p><p></p><p>Good idea, this. There's nothing worse than being left with nothing to do. Making a saving throw every round also stops the low-level auto-kill tenancy this spell can have.</p><p></p><p>* Harm does 10 hps/level of damage on a failed save</p><p></p><p>Um, that seems like a heck of a lot of damage for a failed save. Are you sure that's right?</p></blockquote><p></p>
[QUOTE="Jarval, post: 911566, member: 421"] First off, I've not seen all of the rules. My opinion of these spells may change after I've seen the whole 3.5 package. * Buff spells like Bull's Strength have a 1 min/level duration, and bestow a +4 enhancement bonus I don't like this change one bit. I'm with Monte Cook on 1 min/level durations, as they promote the "dash to find the next fight" mentality. A flat bonus seems OK, but I prefer the random roll. * Polymorph Self has a 1 min/level duration now See above. Plus it rules out a lot of the non-combat uses of the spell. Overall, not a good thing. * Disintegrate is no longer an instant-kill spell, now inflicting something along the lines of 4d6 per caster level on a failed save, or much less on a successful save. Not really bothered either way about this. Works either way. * Stoneskin is DR 10/adamantite This I like. I'm a big fan of the new DR rules. * Haste no longer allows casters to cast two spells per round- it is purely extra move or extra physical actions. This is by far my least favourite change. For me, the simple fix for this spell would have been leaving it's effect as it is, but upping it to 4th level. It makes no sense at all that combat should be speeded up, but not spellcasting. Plus the effect just isn't powerful enough if the spell stays at 3rd level. I can see this one going from the "must have" list to the "never taken" list... * Hold Person allows a save every round to break it Good idea, this. There's nothing worse than being left with nothing to do. Making a saving throw every round also stops the low-level auto-kill tenancy this spell can have. * Harm does 10 hps/level of damage on a failed save Um, that seems like a heck of a lot of damage for a failed save. Are you sure that's right? [/QUOTE]
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What do you think of the 3.5 spell changes?
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