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Thread: [D&D 3.5] "Fixing" Core Spells
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2010-10-20, 07:11 PM (ISO 8601)
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[D&D 3.5] "Fixing" Core Spells
I'd like to devote this thread to "fixing" core spells. Before we begin, let's clarify and set up some premises.
First: We assume that spells are broken/unbalancing in core for a variety of reasons. Some of those reasons (feel free to add reasons to our list) include...
1) Too powerful for the level at which they become available
2) Steal the role/ability of other party members
3) Allow for one-spell domination of encounters
4) Are a "ha-ha, you can't get me!" button
5) Permit abuse of rules in order to achieve things not to be gotten
Second: We assume that a reasonable DM will get rid of things that are obviously unintended and unreasonable, such as infinite looping, and that we don't need to focus our attention on closing loopholes.
Third: We assume that in "fixing" the spells we determine are broken/unbalancing for one of our specified reasons, we may need to rewrite how the spell works in its entirety, simply assign it to a higher level, tweak it a little, or give it up as a lost cause and get rid of it (as a last resort).
Fourth: We assume that not everyone will agree on what is broken/unbalancing or why it is broken/unbalancing, so when we address a spell, we must state why we believe it is broken/unbalancing.
Fifth: We are not messing with the classes at this point, just the spells themselves. There are plenty of other threads devoted to fixing the classes, but this is a hopeless task unless we work on fixing the spells- so this thread focuses on the spells rather than the classes.
Sixth: A poster may add to the list of spells to be fixed (providing reason for its inclusion), post a proposed fix for a spell on that list, or both.
Seventh: This thread is focusing on CORE spells.
AND SO, LET US BEGIN!
Here are a few spells to start us off...
Knock: Invalidates open lock
Alter Self: Invalidates mundane disguise
Rope Trick: Ha-ha-can't-get-me button
?Glitterdust: Too early, encounter domination?
Grease: Too early?, encounter domination
?Fly: Ha-ha button?
Any Save or Die (let's make a list): encounter domination
Any Save or Lose (let's make a list): encounter domination
Cloudkill: encounter domination
Tenser's Transformation: Invalidates martial stuff
Baleful Polymorph/Polymorph/PaO: SoL, Rules abuse, steal roles
Time Stop: Encounter domination
Example proposed solution: Knock - now only works on magical locks.Last edited by Fiery Diamond; 2010-10-20 at 07:11 PM.
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2010-10-20, 07:29 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Polymorph chain, from Alter Self to Shapechange. Nix entirely, or use PF versions.
Knock - allow Open Lock to open magical locks (without huge DC increase).
Casters who can learn/prepare any spell on their insanely bloated list - nix entirely, replace with spontaneous casters.
Planar Binding, Lesser, Greater, Gate, Planar Ally, Lesser, Greater - nix entirely, if the caster wants her own BSF, have her party with one.
Wildshape (not really a spell, but close enough) - Shapeshift variant from PHBII, compulsory.
Entangle - reduce area, duration.
…Might think up some more.Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2010-10-20, 07:32 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
What level of power are you desiring to fix core spells to, relative to the tier list that JaronK made?
Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
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2010-10-20, 07:33 PM (ISO 8601)
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2010-10-20, 07:36 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Alter Self invalidating mundane disguise is a little more reasonable an issue than others. For one, your disguise modifier is still relevant, it simply changes the stakes involved. Thus, it would be better to make shapechanging spells intended for disguise (rather than buffs) available to non-casting classes. I'm thinking than an alchemical alternative would be good. Have it not be too costly, but require 6 ranks in disguise to apply. Thus everyone with an interest in disguising themself gets that +10/+20 bonus. Raise the DCs accordingly if this puts the bar too high.
Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-10-20, 07:39 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-10-20, 08:49 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Freedom of movement:
1) Allows unhibited movement over difficult terrain
2) Allows you to fight normally underwater
3) Against effects that grapple, entangle, paralyze or similarly inhibit your movement, provides a bonus to the appropriate roll equal to your caster level.
Glitterdust, web, protection from alighnment, magic circle against alighment, black tentacles, mind blank all follow the PF rullings.Awesome FE sprites done by Penguinator
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2010-10-20, 08:52 PM (ISO 8601)
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2010-10-20, 08:59 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
I had a Fridge Brilliance moment when I figured out why virtually all powers in 4e deal damage. Basically, hit points represent a character's fighting ability, and anything that reduces his fighting ability should reduce his HP.
The problem with save-or-die and spells in 3.5 is that they bypass the target's HP and instantly win the fight. Furthermore, when a save-or-die spell fails, the caster isn't contributing anything to the fight that round. A monster who succeeds on his save against the spell doesn't get significantly easier to defeat. When the caster finally succeeds on his save-or-die, it invalidates the noncaster's actions because he could've done it singlehandedly had he been luckier.
This is not the perfect argument against save-or-die spells, and I feel that another can make this argument stronger.
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2010-10-20, 09:15 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Except most of the 'troublesome' spells fall on the same 3 lists: Druid, Cleric, and Sorc/Wiz. Essentially, any problem with those spells also brings up the question of how powerful the class that are based on them are supposed to be. If tier 1 power is, on average, ok, than only minor changes need be made to the worst offenders. If tier 3 power is the desired result, heavy revision is required, and for tier 5 power, we're pretty much looking at a complete re-write.
Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
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2010-10-20, 09:19 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Quotes:Praise for avatar may be directed to Derjuin.Spoiler
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2010-10-20, 09:38 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
In the Beginning Was the Word, and the Word Was Suck: A Guide to Truenamers
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2010-10-20, 09:54 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Glitterdust: Eliminate blinding effect
Rope Trick: Duration 10 min./level
Grease: Objects only or 1 5' square
Web: 20' cone starting from caster. Duration 1rd/level
Hold Person/Monster: Any action against held creature ends spell effect.
Evard's Black Tentacles: Allow a REF. save and Escape Artist skill check
Fly: 1rd/level Avg Maneuverability/maybe require flapping of arms...
Polymorph: Maximum 1 size larger or smaller.
Polymorph any Object: objects only, no living creatures. Duration 1 min./lvl
Overland Flight: You still gotta flap!
Permanency: Eliminate
Limited Wish, Wish, Miracle: eliminate(for higher beings only)
Gate: Travel only
Shapechange: Maximum 2 sizes larger or smaller, HD=level, duration 1rd/level“Wouldn't it be much worse if life were fair and all the terrible things that happen to us, come because we actually deserve them? So now I take comfort in the general hostility and unfairness of the Universe”- Marcus Cole
This has become my philosophy!
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2010-10-20, 10:50 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Avatar by Assassin89
I started my first campaign around a campfire, having pancakes. They were blueberry.
My homebrew(updated 6/17):
SpoilerIn progress:
Prolonged Spell(Fix for Persistent spell)
Weapon Training(replaces Weapon Focus chain)
Shelved:
Ascendant Feats.[New content!]
Finished:
Belts of potionade
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2010-10-20, 11:27 PM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
It does. It can be used to be a jerk, if the wizard is displacing the rogue. Alternatively, if you don't have a rogue, it's fairly cool. Therefore, easier to handle by just not being a jerk about how you use it.
Edit: Having it give a modifier to open lock, as alter self does to disguise, might be apros.
Alter Self: Invalidates mundane disguise
Rope Trick: Ha-ha-can't-get-me button
?Glitterdust: Too early, encounter domination?
Grease: Too early?, encounter domination
?Fly: Ha-ha button?
Any Save or Die (let's make a list): encounter domination
Any Save or Lose (let's make a list): encounter domination
Now, we have the aoe SoLs. Those are probably more important because a good portion of encounters have multiple mobs, and single target spells, while helpful, do not dominate those. Even worse, consider no-save targets. Consider Solid Fog as one example.
Cloudkill: encounter domination
Tenser's Transformation: Invalidates martial stuff
Baleful Polymorph/Polymorph/PaO: SoL, Rules abuse, steal roles
Time Stop: Encounter dominationLast edited by Tyndmyr; 2010-10-20 at 11:29 PM.
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2010-10-21, 07:43 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Forcecage. Currently: Unless you have some sort of teleportation, you lose no save. Change to: Reflex negates.
Divine Power. Currently: nyaah, nyaah, I'm as good of a fighter as the Fighter now, and I can still cast spells. Change to: War Domain only.
Divination/Contact Other Plane. Currently: No limits on times cast means extremely paranoid spellcasters can find out exactly what's coming at them at all times and prepare accordingly. Change to: Contacting divine or extraplanar beings in this manner can be accomplished once every 30 days with no penalty. More often than that carries an amount of risk. Each contact thereafter carries a cumulative 5% risk of angering the being and incurring the Int/Cha decrease (or Wis decrease if the divine version is cast). [Alternates: Cumulative 5% chance of being driven insane, being given a Geas, the being sends an Aleax after you, similar effects]
Summoning spells in general. Currently: Possibility for spellcasting abuse. Change to: Summoned creatures will not use spells or spell-like abilities that would cost you XP if you were to cast the spell. Called creatures will only cast such spells free of charge if the action would directly serve their own interests (i.e. a Planetar might freely cast Greater Restoration on a person who Called it if they were fighting a Pit Fiend, but not if they were fighting an Inevitable). Otherwise Called creatures will not cast the spell unless the person who Called it provides the XP for the casting.Last edited by Telonius; 2010-10-21 at 07:56 AM.
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2010-10-21, 09:18 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
That's a bit harsh - utterly defeating a level 7 spell with a prohibitively expensive material component by rolling a die.
I would at least put a penalty on the save, which reflects the difficulty of getting to the edge of the spell in time to be able to roll out of it before it forms. Alternatively, I would only allow a save if the character is near one of the edges (which makes the "barred cage" version more attractive than the "windowless cell")
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2010-10-21, 09:21 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Alter Self/Polymorph/Shapechange: You have to have knowledge of what your changing into. If you haven't encountered the creature 'in game', you need to make the appropriate knowledge check.
AS - DC 15
PM- DC 20 plus 5 for Ex abilities, plus 10 for Ex qualities
SC- DC 30 plus 5 for Ex qualities, plus 10 for Su Abilities“Wouldn't it be much worse if life were fair and all the terrible things that happen to us, come because we actually deserve them? So now I take comfort in the general hostility and unfairness of the Universe”- Marcus Cole
This has become my philosophy!
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2010-10-21, 09:36 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-10-21, 09:44 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
This kind of restriction, while useful in some games, is not useful in general. There will always be games where a character encounters broken monsters, and you don't need all that many broken monsters to exploit the spell.
Here's an illustrative example: many DMs consider restricting animal companions to reasonable environments the druid could live in. This is all well and good, until you run a game set in a jungle full of awesome dinosaurs. I actually encouraged a druid player to get a fleshraker because it fit the setting, unaware that it was the most powerful animal companion out there. There will always be campaigns where this sort of thing happens, because all monsters have a use somewhere.Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-10-21, 09:48 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Couldn't we give walls of force hp/hardness?
Divine Power. Currently: nyaah, nyaah, I'm as good of a fighter as the Fighter now, and I can still cast spells. Change to: War Domain only.
Summoning spells in general. Currently: Possibility for spellcasting abuse. Change to: Summoned creatures will not use spells or spell-like abilities that would cost you XP if you were to cast the spell. Called creatures will only cast such spells free of charge if the action would directly serve their own interests (i.e. a Planetar might freely cast Greater Restoration on a person who Called it if they were fighting a Pit Fiend, but not if they were fighting an Inevitable). Otherwise Called creatures will not cast the spell unless the person who Called it provides the XP for the casting.
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2010-10-21, 09:52 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Time stop, Cloudkill, Forcecage.
Otherwise known as Game, Set, Match.^~Cody T.~^
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2010-10-21, 09:55 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Eh, I feel like this latter is a bad idea. CR isn't supposed to be part of the mechanics of anything besides XP gain.
Frankly, even a CR limit wouldn't be useful, since CRs are differently calibrated than player resources. Summoning, like polymorphing, either needs to be limited to specific cases, divorced from the actual monsters (like PF did with the polymorph chain), or fixed along with the monsters themselves.Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-10-21, 09:59 AM (ISO 8601)
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2010-10-21, 10:05 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Well, here's a few I've implemented:
Knock: Takes a full round to cast. As part of it, make an open lock check with a bonus equal to half your caster level (max +5). Allows opening magical locks.
Grease: Increases balance checks on slanted or narrow surfaces by +4. Otherwise, only requires reflex saves and covers a single 5ft. square.
and in the other direction, but in my opinion just as important:
Fireball deals less damage, but has the effects of explosive spell quasi-included.Last edited by Eldan; 2010-10-21 at 10:05 AM.
Resident Vancian Apologist
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2010-10-21, 10:07 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
There is such a thing as going too far with the nerfbat. If you make a spell into something people will not prepare, you didn't fix it, you removed it from the list of viable options.
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2010-10-21, 10:10 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor
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2010-10-21, 10:19 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
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2010-10-21, 10:22 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
Additionally, CR is really wonky in 3.5. Just compare your average dragon to, say, an inevitable of the same challenge rating and you'll see what I mean. An Ethergaunt, if played cleverly, will eat any amount of demons his level for breakfast.
Resident Vancian Apologist
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2010-10-21, 10:30 AM (ISO 8601)
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Re: [D&D 3.5] "Fixing" Core Spells
For the Polymorph line I'd suggest:
Polymorph should grant size bonuses to your stats instead of actually changing your physical stats. You should gain movement modes of the form you're in and the natural attacks and natural armor. Alter self should really just be like disguise self. No granting of movement modes, natural armor or whatever. It just makes you look different. Hell merge it with disguise self and remove one of them. Remove Shapechange completely and leave PAO with the same restrictions as polymorph when changing into other creatures.
Glitterdust should probably not make the creature blind but rather give them something like a 20% miss chance. More in line with the level of the spell I'd say.