What spells need to be simplified?

lukelightning said:
people forget that the images take up the spaces around you if you want...you can fill up a large area with them. But yeah, it's a pain.

The only problem with using this ruling (as opposed to the FAQ which suggest you should assume the images all occupy the same space, your space) is that you get really funky effects in thight quarters...

What if I am at the edge of a cliff, surrounded by enemies, and I cast Mirror Image and get a lot of images. They can't occupy the same space as the enemies (if they did, it would be obvious they weren't the real me) and if you place them in the other direction (over the cliff), they would seem like they are floating in mid air (also making it obvious they aren't the "real" me).
 

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Jack Simth said:
Much of that is a matter of streamlining - if you're going to be doing a fair amount of summoning, print up your critters on index cards beforehand, ready to go, with all the modifiers you're putting in through feats and class abilities. At the table, you just summon and flip to the appropriet card.

Reincarnate just needs clarification - there's a lot of things that aren't listed, either way - such things as level adjustment, changing age categories, et cetera.

Mirror Image: At the casting, he could have cast Scorching Ray, instead, and had to roll an attack roll and 4d6 damage. Instead, the Sor/Wiz rolled up the number of images. Now everyone has a curious miss chance. Compare to Blur. It's a more interesting version. As long as the player doesn't try to get cute with Mirror Image (e.g., getting the images in a line, running in four different directions, et cetera) it's not really a problem - just one more die to roll for the attacker, same as for Blur or Displacement.

Web, Entangle, and Grease? Meh. They're hardly show-stoppers, but they are interesting spells.

The Planar Binding line? Treat much like Summon Monster. It's the caster pulling things off - done properly (take 10 on the Calling Diagram, Magic Circle Against [Alignment], Dimensional Anchor, Dismissal available, then the actual Planar Binding spell) it's a single Will save, followed by a Charisma check once per day. Compare to Fireball at comperable levels - reflex saves all around, SR penetration checks all around, and rolling of all the damage.

Arcane Sight? Well, yeah, but that's not much of an issue - assume he takes 10 on his Spellcraft in most situations - Okay, so that guy has X, Y, and Z schools at A, B, and C strengths. Oh, Transmutation on the door! And so on. A Rogue actively searching for traps is more of an issue.

Most of it's just a familiarity issue. Require the caster to know it cold, and have it on hand to look up if you get suspicious.


Is it familiarity with the spell? Or preparation? Make up your mind.

I am fully aware of how Mirror Image works. It's still a pain. And it's not well defined. Can you cleave off an image? Do all the images stay in one square or spread out? Do you provoke AOO's if you are MI'd? (if you do, then doesn't that give away your location?) Etc. You also need to remember the AC of the images which is not the same as the caster, and etc. etc.

The spell needs clarification and streamlining.

Yes, the SPELL needs streamlining.

If I have to do an hour of prep ahead of time in order to cast a spell without slowing up the game (aka summon monster X), that is a spell problem.

Make the spell castable on the fly. Print the monster stats in the spell for a limited number of choices. Done.

Defending ALL WOTC spells against claims of undue complexity seems like a fan-boy reaction, nothing more. Some spells could easily be simplified without hurting their in-game fun factor. I take that as overwhelmingly obvious. The question is: which spells, and how many are there?
 
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two said:
Defending ALL WOTC spells against claims of undue complexity seems like a fan-boy reaction, nothing more. Some spells could easily be simplified without hurting their in-game fun factor. I take that as overwhelmingly obvious. The question is: which spells, and how many are there?
I'd say:
  • Alter Self
    Animate Objects
    Animate Plants
    Arcane Sight
    Arcane Sight, Greater
    Binding
    Blasphemy
    Blink
    Contact Other Plane
    Darkness
    Deeper Darkness
    Detect Magic
    Discern Location
    Entangle
    Flaming Sphere
    Gate
    Grease
    Hypnotic Pattern
    Magic Jar
    Mind Fog
    Mirror Image
    Mordenkainen’s Disjunction
    Phantasmal Killer
    Planar Binding
    Planar Binding, Greater
    Planar Binding, Lesser
    Polymorph
    Polymorph Any Object
    Prismatic Sphere
    Reincarnate
    Restoration
    Restoration, Greater
    Restoration, Lesser
    Shapechange
    Soul Bind
    Summon Monster I
    Summon Monster II
    Summon Monster III
    Summon Monster IV
    Summon Monster IX
    Summon Monster V
    Summon Monster VI
    Summon Monster VII
    Summon Monster VIII
    Summon Nature’s Ally I
    Summon Nature’s Ally II
    Summon Nature’s Ally III
    Summon Nature’s Ally IV
    Summon Nature’s Ally IX
    Summon Nature’s Ally V
    Summon Nature’s Ally VI
    Summon Nature’s Ally VII
    Summon Nature’s Ally VIII
    Summon Swarm
    Tree Shape
    True Seeing
    Web
 

Pierson_Lowgal said:
As has been said: entangle, web and grease can be annoying. I imagine Evard's Black Tentacles is the same, though my experience is more limited.

Evard's Black Tentacles got a hell of a rewrite from 3.0 to 3.5. In 3.0, it had a whole bunch of work associated with it. Like, the caster chooses the center of the effect. A random number of tentacles appear within a certain radius of that center (20' I think), and must be randomly placed (no rules are given how to do so). Then the tentacles randomly pick a nearby target they can reach, and make an attack roll, then a grapple check, to see if they grab their target. Each tentacle can be destroyed with damage, so you have to track the hit points of each of them individually. It was insane.

In 3.5, EBT is a 20' radius spread; everyone in the area of effect has to make a grapple check at versus 1d20 + caster's level +8. If they lose the check, they are grappled, and take damage, and have to escape (another grapple check) before they can leave the area at half speed. The spell tries to damage everyone again every round on your turn. It's pretty slick now, it's just all based on the grapple mechanic and all the tentacles are handwaved away as a special effect of the spell.
 

two said:
Is it familiarity with the spell? Or preparation? Make up your mind.
I did include the qualifiers "much" and "most", right? You're responding as though I'd said "all".... anyway, it depends on the spell:

Those spells with wildly disparate effects (e.g., Planar Binding, the Polymorph line, the Summon line) need preparation - if you were going to list out all the stats for all the critters on the Summon Monster list, for every level of Summon Monster I-IX, you'd be looking at about a hundred different monsters; printing the stat blocks with the spells would cause those spells to take up a chapter or two in their own right. If you include the Summon Nature's Ally line in that list, you're pretty much having to double it. That's what the Monster Manual is for. Working on your own, you don't need the entire list - just those you plan on Summoning (when was the last time anyone Summoned up, oh, a Fiendish Octopus?). Likewise, for Polymorph, it's difficult for WotC to print up what's permitted - as worded, you've basically got half the monster manual available. Oh, and not everything of the new form is fixed - it takes some of your stats, after all. Most the time, those that use them have done some searching for semi-ideal forms anyway; why not have them pre-stat things at the same time? Seriously. Likewise, with the Planar Binding line, you've probably already decided what you're liable to Call. Why not have the page refference, or better, the critter already statted out? And when you get to it, unless you're on a rocking ship or something, there's fewer rolls to make than when you Fireball a squad of low-level drow. If you use the Calling Diagram, you've got one will save (to call the critter), one opposed charisma check (to bargain), and if that fails, you have a charisma check for the critter and an opposed charisma check for each day you don't come to an arrangement. Four rolls a day. Max. Compare to using a Fireball on multiple targets. There's as many reflex saves as you have targets in your area. And you may have to roll SR penetration checks for each. And then there's still the damage dice. Does Fireball need streamlining? Sure, there's 2-4 spells involved for any given Calling (A Magic Circle against Alignment, a Dimensional Anchor for those critters with Planar Travel, a Dismissal or Banishment or two if you're worried about losing control, and the Planar Binding spell itself). So? Most Wizards capable of using the Planar Binding cast more than that in normal morning and evening preparations.

Those with effects nobody much deals with, but have fixed effects (Web, Entangle, Mirror Image, Evards Spiked Tenticles of Forced Intrusion Black Tentacles, et cetera) it's just a familiarity issue. They've got fixed effects. If the caster is well familiar, and the DM's got enough of a grasp on them to nix lies, the caster can go over what everyone needs to do, and what penalties they take - Web: If caught in the area, you're Entangled (half move, no run, no charge, -2 attack, -4 Dex, Concentration check DC 15+spell level to cast); if you make your reflex, you're stuck unless you can make a strength check DC 20 or an Escape artist check DC 25 - takes a full round. Getting through the thing means a Str or EA check DC 10, +5 for each 5 feet you want to move. Five feet gives cover, 20 feet gives total cover. The caster that's using it needs to be familiar with it. If you're not sufficiently familiar with it, don't use it. Because that will bite you and everyone at the table.
two said:
I am fully aware of how Mirror Image works. It's still a pain. And it's not well defined. Can you cleave off an image? Do all the images stay in one square or spread out? Do you provoke AOO's if you are MI'd? (if you do, then doesn't that give away your location?) Etc. You also need to remember the AC of the images which is not the same as the caster, and etc. etc.

The spell needs clarification and streamlining.
Ah, now you've changed arguements - I didn't say none of the listed spells were vague - (to paraphrase) I said most of the complaints in the original post were a matter of not being overtly familiar with the spells. That or we've got a language issue - I don't usually consider clarification and streamlining to be the same thing - but then, in this segment you used them next to each other....

And you'll usually be mirror imaging yourself. Not overly hard to have the AC - it's 10+size+dex; how hard is it, really? Can you not be bothered to write down a single, rarely-chaning number for a spell you plan to use? For a goodly portion of your career, it'll be your touch ac.
two said:
Yes, the SPELL needs streamlining.

If I have to do an hour of prep ahead of time in order to cast a spell without slowing up the game (aka summon monster X), that is a spell problem.

Make the spell castable on the fly. Print the monster stats in the spell for a limited number of choices. Done.
Aaand then somebody comes along and picks up Augment Summoning. Or duplicates one with something in the Shadow Conjouration line. Or takes the Thaumaturgist prestige class. Or finds themselves on a plane that gives certain critters penalties. And then those nifty little tables are now all basically useless, except as starting points... of course, you can use the MM for that, and, oh, look - you're having to check different stats from standard anyway... I'm going to have that class feature forever... might as well write up the ones I plan on using.

Sure, you can do compressed stat blocks... but the handy elementals have a few special qualities that aren't usually going to make a standard compressed stat block. Of course, if you're typing them up, you can write in the essentials.....

Oh, and all the elementals are listed right next to each other in the Monster Manual - they've got their own section! You want a shorter listing of easy-to-find critters? There ya go! They're even all true neutral and so won't tick off your diety (unless opposed to a particular element, of course, but we can't cover all possible bases, that's what DM's are for). Just bookmark that section. Doesn't work for Summon Monster I and II, but it covers most of the Summon line.
two said:
Defending ALL WOTC spells against claims of undue complexity seems like a fan-boy reaction, nothing more. Some spells could easily be simplified without hurting their in-game fun factor. I take that as overwhelmingly obvious. The question is: which spells, and how many are there?
Umm, strawman much?

Where did I say ALL WotC spells aren't unduly complex? Quote me, please. I'm fairly certain I qualified my statments with Many and Most.

You're finding a spell unfun? Don't use it. Seriously. It's not that hard. A particular spell getting too complex to track when the DM uses it on you? Talk to him about it quietly. You'd be amazed at how many problems that will fix.

But you know what? I'm done. You've made it reasonably clear that you're not actually reading what I type particularly carefully, so there's no point. Have a nice day.
 

I'll ignore your snippiness

This quote indicates our fundamental disconnect:

"Those with effects nobody much deals with, but have fixed effects (Web, Entangle, Mirror Image, Evards Spiked Tenticles of Forced Intrusion Black Tentacles, et cetera) it's just a familiarity issue. They've got fixed effects. If the caster is well familiar, and the DM's got enough of a grasp on them to nix lies, the caster can go over what everyone needs to do, and what penalties they take - Web: If caught in the area, you're Entangled (half move, no run, no charge, -2 attack, -4 Dex, Concentration check DC 15+spell level to cast); if you make your reflex, you're stuck unless you can make a strength check DC 20 or an Escape artist check DC 25 - takes a full round. Getting through the thing means a Str or EA check DC 10, +5 for each 5 feet you want to move. Five feet gives cover, 20 feet gives total cover. The caster that's using it needs to be familiar with it. If you're not sufficiently familiar with it, don't use it. Because that will bite you and everyone at the table."

You describe WEB and the obscure effects it has which you need to have memorized in order to not slow up the game much.

You then say: "If you're not sufficiently familiar with it, don't use it. Because that will bite you and everyone at the table."

In other words, learn the spell backward and forwards, memorize all the variables and effects, and poof! You won't have trouble with the spell.

I agree.

If you ALL the spells and all the variables and all the effects, it's not a big deal. The thing is, most people can't or won't do that.

Your conclusion after showing why WEB is, in fact, a pain to use if you don't have all the effects memorized, is "don't use it."

That is one way to look at it!

Complex Spell (WEB)... if you have not memorized it... Don't use it.

Simple.

Another suggestion, which I think is a little more reasonable, is this:

Complex Spell (WEB)...WOTC should simplify it... then EVERYONE can use it.

See?

One version of the spell = only hard-core gamers can cast it without slowing things up.

Another version of the spell = everyone can cast it without slowing things up.

Meaning, don't force people to memorize a bunch of obscure effects or effectively ban them from casting the spell.

I'll not respond to your rather hysterical Summon Monster/Planar Binding stuff.
 


Regarding reincarnation and "Intentional vagueness" to give the DM room to interpret: I seriously doubt this vagueness is intentional, and if it is, it is a bad idea. If they wanted room for DMs to be able to interpret the spell in different ways they should have said so, something like "in regards to LA it is up to the DM to decide if a race provides enough benefits to warrant an adjustment, and how to handle such an adjustment."
 

Most of the druidic divination spells are pretty vague. Stone Tell, Speak with Plants, and Commune with Nature are all pretty sparse. How much information can a rock or a plant tell you? How much information are you supposed to be able to glean from these spells. Stone Tell really seems quite redundant if you have track and a lot of Survival.
 

lukelightning said:
Regarding reincarnation and "Intentional vagueness" to give the DM room to interpret: I seriously doubt this vagueness is intentional, and if it is, it is a bad idea. If they wanted room for DMs to be able to interpret the spell in different ways they should have said so, something like "in regards to LA it is up to the DM to decide if a race provides enough benefits to warrant an adjustment, and how to handle such an adjustment."
Thus DM discretion must be explicit instead of implicit? How would you recommend they fasten down a roll of 00 on the Reincarnate table?

You could just do what the Living Greyhawk folks do:
Living Greyhawk Campaign Sourcebook said:
If the result of the reincarnation is a creature other than a dwarf, human, halfling, gnome, half-elf, half-orc, or elf, the character is immediately and permanently removed from the [LG] campaign.
Problem solved. Aren't ironclad rules fun?
 

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