Noumenon
First Post
I don't think the variety of sourcebooks is what makes Shapechange unusually strong -- according to this post,
Compare that to iron body or (it seems to me) basic common sense about what's a fair deal for one spell, and you don't have to look any farther.
It's a lot more difficult to tease out what about a system is logically bad design than it is to start reading a spell and then realize "Holy crap, this just breaks the sense of the whole rest of the game!" That's what gets me mad, is the nasty surprises, like when you see a gynosphinx and say "oh, it can make you insane" and then you read the spell and realize it can afflict level 8 characters with permanent insanity only a level 13 character could ever get rid of. Like when you read fascinate and only then realize hypnotism might as well not be castable in combat. Like when you see the huge chain of feats Whirlwind Attack costs and then compare it to Fireball.
I would expect that CR 8 creatures would inflict conditions level 8 characters can deal with, that rainbow pattern type spells would actually work in combat like Color Spray does, that a system based on tiny +1 and +2 bonuses like favored enemy status wouldn't suddenly give out damage in big lumps of 35 * multiple targets, and after a while I get tired of boggling and shrugging and I get mad. You feel like after reading the books and playing the game you know how the designers think, and then they throw it out with no warning.
Edit: so it's not that I want them to be balanced, it's that I want them to be predictable. When I see a Magic card that says "Discard a card: 4 damage to target player", I can tell that means you can only discard one, just based on the way the game is balanced. In D&D, you never know.
shapechange: pit fiend does give the caster the following, assuming a 32-point "standard" sorcerer build (Str 10, Dex 14, Con 14, Int 12, Wis 12, Cha 16 [20]):
+13 Dex, +13 Con
+28 (!) AC
+108 hp
Speed 40 ft, fly 60 ft (avg)
Reach
fear aura (DC [10 +0 +10 (modified Cha 30) =] 20)
DR 15/good and silver
Darkvision
Immunity to fire and poison
Acid and cold resistance 10
regeneration 5
see in darkness
SR 32
telepathy 100 ft.
Those are the really relevant benefits. The +27 Str, natural attacks, disease, improved grab, and poison are actually not that important; hit points or not, this is still a human with BAB +9 and no relevant combat feats, so engaging in melee combat is just not going to be worth it for him.
Compare that to iron body or (it seems to me) basic common sense about what's a fair deal for one spell, and you don't have to look any farther.
I can understand being offended by a game design (I won't play a Savage Worlds because, due to exploding, d4s are better than d6s at some of the most common difficulty numbers), but I can't imagine becoming offended by a system because you dislike certain spells.
It's a lot more difficult to tease out what about a system is logically bad design than it is to start reading a spell and then realize "Holy crap, this just breaks the sense of the whole rest of the game!" That's what gets me mad, is the nasty surprises, like when you see a gynosphinx and say "oh, it can make you insane" and then you read the spell and realize it can afflict level 8 characters with permanent insanity only a level 13 character could ever get rid of. Like when you read fascinate and only then realize hypnotism might as well not be castable in combat. Like when you see the huge chain of feats Whirlwind Attack costs and then compare it to Fireball.
I would expect that CR 8 creatures would inflict conditions level 8 characters can deal with, that rainbow pattern type spells would actually work in combat like Color Spray does, that a system based on tiny +1 and +2 bonuses like favored enemy status wouldn't suddenly give out damage in big lumps of 35 * multiple targets, and after a while I get tired of boggling and shrugging and I get mad. You feel like after reading the books and playing the game you know how the designers think, and then they throw it out with no warning.
Edit: so it's not that I want them to be balanced, it's that I want them to be predictable. When I see a Magic card that says "Discard a card: 4 damage to target player", I can tell that means you can only discard one, just based on the way the game is balanced. In D&D, you never know.