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What Spells Would You Nerf? (and how would you change them...)
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<blockquote data-quote="toucanbuzz" data-source="post: 7939050" data-attributes="member: 19270"><p><strong>Healing Spirit: </strong>it's so broken and absurdly overpowered relative to all other healing spells. Stated in another post we tried the Crawford fix (double your casting modifier in healing doses), but once it got boosted to a 3rd level slot, still blasted every other healing spell out of the water.</p><p></p><p><strong>Leomund's Tiny Hut: </strong>complete invincibility was not a feature of the original design, for a 3rd level slot. I understand the intent, but I've also seen the "force field" feature used to bypass walls of cursed fire, etc. Next campaign (I don't like to create uncertainty with groups by announcing changes every week), it's going back to original design: a bubble that protects against temperature and gases but that's it.</p><p></p><p><strong>Goodberry: </strong>this erases any challenge out of survival. No rations, foraging, or anything. Just pop in your Willy Wonka candy and you're good for the day. Mmmm, tastes like mashed potatoes. Removing it for a Dark Sun campaign as it makes survival a joke (same with Create Food and Water), and considering removing it altogether. The AD&D version was a bit more restrictive: enchanted 2d4 existing "freshly picked" berries into magical ones, then you chose to either gain 1 hp or a full day's meal from one. Not both effects. The big thing was without fresh berries, the spell couldn't be used.</p><p></p><p><strong>Banishment: </strong>this spell is absurd, a save or lose for anything, and while it may not banish natives, it turns them into piñatas when they pop back in as the party surrounds their spot and readies actions. This spell is far far away from its AD&D ancestor, the 7th level spell that had to overcome spell resistance (back then usually 50% or better) and had a backlash if failing. Thanks to spell resistance, in AD&D the spell wasn't expected to succeed very often, because we're talking about ending any fight with a pit fiend, balor, marut, or any number of super-powerful creatures with 1 effect. Once spell resistance was removed, the entire playing field of how spells like this worked was changed. Save or lose became a lot easier. So, I'm not a fan.</p><p></p><p><strong>Conjure spells: </strong>Summoning small armies seems fun until someone has to manage them in combat, including providing stats. I've home-ruled that only the 1 or 2 creature options work.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 7939050, member: 19270"] [B]Healing Spirit: [/B]it's so broken and absurdly overpowered relative to all other healing spells. Stated in another post we tried the Crawford fix (double your casting modifier in healing doses), but once it got boosted to a 3rd level slot, still blasted every other healing spell out of the water. [B]Leomund's Tiny Hut: [/B]complete invincibility was not a feature of the original design, for a 3rd level slot. I understand the intent, but I've also seen the "force field" feature used to bypass walls of cursed fire, etc. Next campaign (I don't like to create uncertainty with groups by announcing changes every week), it's going back to original design: a bubble that protects against temperature and gases but that's it. [B]Goodberry: [/B]this erases any challenge out of survival. No rations, foraging, or anything. Just pop in your Willy Wonka candy and you're good for the day. Mmmm, tastes like mashed potatoes. Removing it for a Dark Sun campaign as it makes survival a joke (same with Create Food and Water), and considering removing it altogether. The AD&D version was a bit more restrictive: enchanted 2d4 existing "freshly picked" berries into magical ones, then you chose to either gain 1 hp or a full day's meal from one. Not both effects. The big thing was without fresh berries, the spell couldn't be used. [B]Banishment: [/B]this spell is absurd, a save or lose for anything, and while it may not banish natives, it turns them into piñatas when they pop back in as the party surrounds their spot and readies actions. This spell is far far away from its AD&D ancestor, the 7th level spell that had to overcome spell resistance (back then usually 50% or better) and had a backlash if failing. Thanks to spell resistance, in AD&D the spell wasn't expected to succeed very often, because we're talking about ending any fight with a pit fiend, balor, marut, or any number of super-powerful creatures with 1 effect. Once spell resistance was removed, the entire playing field of how spells like this worked was changed. Save or lose became a lot easier. So, I'm not a fan. [B]Conjure spells: [/B]Summoning small armies seems fun until someone has to manage them in combat, including providing stats. I've home-ruled that only the 1 or 2 creature options work. [/QUOTE]
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