Additional spell adjustments

Started by BeteNoire, March 12, 2011, 03:47:25 AM

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Spiffy Has

Clarity could be increased to turn/level, to make up for this. It is a third circle spell I believe for a reason.

I agree with the change to PfA, it is desirable in my book. Would also cut down on the number of CN illusionist cyrists who desire to balance the server.

BeteNoire

Quote from: Capricious;229042That change to PfA is also like a kick in the nuts to classes with low Will saves, however. In any quest where mind effects are spammed they'll be missing their saves quite often, even with protection up...not to mention the spamming of said effects in PvP since players will jump all over that new advantage.

That's exactly the point of the change. Plenty of fighters, rogues, and barbarians have a decent enough will save and adding 10 to it would still avoid most things, but those people who completely ignore a stat and save shouldn't be fully immune to a type of effect by chugging a
-very- common and -very- cheap potion. In the end, there are still a million clarity potions that many people chose to treat as trash that can now be put to use.

Edit - Technically it would be +8 to mind saves, and +2 to all saves against that type of enemy.. Just an FYI.

Capricious

Personally I have a hard time agreeing with any change that will make rogues worse in PvP than they already are.

And Thomas, how would it cut down on them? Alignment would no longer be an obstacle to PhK someone from invisibility even if they have PfA up, especially a rogue.

This is a big buff to druids, clerics, sorcerers and wizards, none of whom need it.

GoblinSapper

On this note i'd also like to say that magic weapon is way too powerful as it totally gives you +1 atk and +1 dmg and lets you bypass DR for hours. And bulls str can increase your str modifier by 2 or even 3 if you fall on an odd numbered base. thats +3 to atk and dmg. Totes needs a nerf tbh, it's only a lvl 2 spell.
 
PS: I don't know, it all seems very...ehh, I dunno...Mechanical.

MrGrendel

Quote from: BeteNoire;229058Plenty of fighters, rogues, and barbarians have a decent enough will save

wat

Quote from: BeteNoire;229058Those people who completely ignore a stat and save shouldn't be fully immune to a type of effect by chugging a -very- common and -very- cheap potion.

Memorize a dispel magic?

Also, I agree monstrous regen sux, buff plz.

Anonymous Bosch

Dispel magic is lvl 3.  PfA is lvl 1.  Having cast dispel magic and used a valuable lvl 3 slot, the target can chug another cheap potion, forcing another dispel to be cast.  

There is some disparity there, but this is easily corrected by the fact that there is a lvl 3 spell that makes a character immune to mind effects.

Morsyn Redtower

Quote from: Anonymous Bosch;229070Dispel magic is lvl 3. PfA is lvl 1. Having cast dispel magic and used a valuable lvl 3 slot, the target can chug another cheap potion, forcing another dispel to be cast.

Sorry, let me elaborate.
 
Cast dispel magic followed by hold person. Fixed.

MrGrendel

Quote from: Anonymous Bosch;229070Dispel magic is lvl 3.  PfA is lvl 1.  Having cast dispel magic and used a valuable lvl 3 slot, the target can chug another cheap potion, forcing another dispel to be cast.

Sorry, let me elaborate: Cast dispel magic then followed by hold person.

Anonymous Bosch

I agree that it's not that hard to invis gank haste, dispel then hold.  It's not the point as far as I see.

Immunity to paralysis: lvl 4
Immunity to death magic: lvl 4
Immunity to mind affecting: lvl 1

Even if pfa was a very useful +10 to saves, clarity is only lvl 2 or 3.  Make it useful, and while we're at it make it so will saves are needed for something other than resisting slow.

Relinquish

Don't most of these threads get shot down with Not everything is meant to be balanced?

Divine Intervention

These are largely cleric spell changes, a class that is powerful enough as it is. Definately against changing pfa so mind spells can crush even more.

Knight Of Pentacles

On a more serious note: no to every thing but true seeing getting ultravision.  Big no to monstrous regeneration lasting for 1 turn per level. That's OP as hell.

TheImpossibleDream

here is a fun fact. it's easier to dispel protection from evil than freedom of movement. Cast lesser dispel. Then cast your mind spell if you're so eager to do so. Also before you say "but he can just drink a potion in that time" if he can do that you're initiative roll sucked and you should not use dex as a dump stat.

Also monsterous regeneration giving 3 hp a round for 1 minute per level would be crazy. If it gave 1 hp per round that would be a different story however.

One_With_Nature

Changing pfa would be the most unbalanced thing ever. Sure its a powerful level 1 spell but its widely available to all and one of the most common and easily aquireable potions in the game.

Mages do not need making more powerful then they already are.

9lives

Arm

Chair

Generals

I like your suggestions VP, and amongst the DM team we've discussed adjusting PFA more than once.