Posted February 13, 2015
Belsirk: But what is the problem here? Is the cleric capacity to cast that amount of spells, he even need to spent feats for doing it.
MagicalMaster: The problem is that the spell itself is too powerful and being able to cast it that many times only compounds the practice. Say that "Heal" healed the Cleric to full health, made them invulnerable for 18 seconds, and then regenerated 10% HP per round for another 30 seconds. Being able to do this once per day wouldn't be a massive problem. Being able to cast it 20+ times per day is. Only Mass Heal is very dangerous as can heal the full party in one single round ( 9 times per battle is overkill). However, there is the thing, if the cleric waste all his power in a single battle the next one "will" kill him (P&P with a good/maleficent DM is a guarantee). In NWN1 due the zero limitation to rest can be bypassed. So, you can make the things more harder if you begin to recreate the limitations for resting. If the restriction are good there will be a point where the player can say: I kill one horde, and return long way to rest in a safe place and then return for kill another horde and repeat process or "Lets save spells smarting". Before resting he could had use +20 heals spell, but is the benefit from chooses a cleric/druid instead warrior mix of class/Prc or a wizard with time-stop and quick meta-magic spell and is translated to "I can battle more before resting" as the wizard/sorceress is "You will die many times before your body is removed from the game".
Heal spell, yes is powerful, but is a single target, if all the PC are fighting one or more different NPC you must choose to who heal/save, and again, counterspell could be lethal. (Or a Mass Protection from positive energy spell if we want to be creative but that is a new spell to add for the NPC to uses, too much work). And for the HoTU, you only carry two hencham and yourself, if you are solo and areforced to heal +20 times, you are not killing a single soul in the process, you are just dying very slowing. If you are in group you are healing your companions is part of your CR (and you are sacrificing your offensive power by the supportive role). However if your companions are surrounded by the enemy or unable to attract everyone (by example by an A.I. in special units that ignore the henchman and focus only in the PC) then you are in the solo situation: need to heal yourself meanwhile your companions begin to die, and then you will begin the slowing process of go to Kelemvor's realm.
Belsirk: And when the wizard need to drink a potion in combat usually him is already death (A cure critical potion will not give you more energy than the monsters is taking from you each single round.
MagicalMaster: And if we did this then either everything would be completely trivial for a cleric/druid or things wouldn't be beatable except by a cleric/druid. Even if you completely ignore cleric buffs, a fighter has about an 8 AB/8 damage increase compared to a cleric and maybe 10-20% more HP. Being able to heal yourself to full 20+ times per day is far, far better. And obviously that's not even addressing the cleric buffs which will add another 15 AB and at least 6 damage. Belsirk: If you work in the I.A. you will make more harder the game without need to modify how the spells works
MagicalMaster: What is I.A.? I'm guessing you mean AI but want to be sure it's not some DnD term. And I reinforced my idea, improves the enemy A.I. and you are making the game more hard for everyone, give the enemy special selection of items and you are making even worse the thing.
MagicalMaster: Part of the problem with this is that Knockdown is terribly designed. And, generally speaking, you either can resist it/are immune to it or you just sit on your back and die. Neither is fun from a player angle.
Then fixing Knockdown is a must to do, like Resting and the heal spells. Plus, you can remove the items giving protection against it (I don't remember classes having the immunity).
Belsirk: All this in my opinion is better than making 6th level or lower totally useless, by example, Stonkeskin having 10/+3 mean that is useless in the campaign (At 14th level creature is expected to have that type of weapons). There is a reason why in D&D 3.5 the damage resistance change to /magic (+1), /epic (+6), /-- and the type of damage and weapon material.
MagicalMaster: Where did this come from? If anything we were discussing making Stoneskin more powerful. MagicalMaster: Changing the effect of Stoneskin/Greater Stoneskin/Premonition to be something like a permanent 3/+20, 6/+20, and 10/+20 DR respectively (so reduces about a third as much but doesn't run out) is also an option.
Though being honest, didn't remember you write +20. By the way, some drows/demons (or everyone) could be bringing Adamantine weapons, therefore Stoneskin and Premonition become useless as well, or the weapon can deal elemental damage that bypass said protection. Maybe a special rogue drow with A.I. that target caster PC (or the henchamn able to cast spells) with a adamntine dagger with venom property included.
Darvin: And it's not so much a matter of how many potions you can quaff, but whether you have the opportunity to quaff them before your hit point total gets caved in. Stoneskin is nice because you can activate it before they start wailing on you, freeing you to spend your actions casting other spells in-combat (if necessary). It also helps if you're going stingy on magic items; an arcane spellcaster's HP total is pretty tight without boosted constitution.
MagicalMaster: True. Stoneskin is currently basically useless because powerful healing is plentiful, the damage isn't potentially lethal if you don't use Stoneskin, and nothing is tuned tight enough that you really don't want to spare the actions to quaff a potion or two. Technically speaking changing any of the three would work. ---
One approach if you implements restriction to the resting: If the player is taking too much time for advancing to the lowest levels in Waterdeep can be seen as giving time to the drows to make attacks. If the players return to the inn to rest many times then he find a dozen of drows ready to kill him as soon he go the caves. With this approach you are encouraged them to be rest only when is truly necessary (Though giving bag of holding early could be good for those of us who loves to pick everything in the floor).
You can too increase the time that takes to cast Heal and/or Mass heal to two rounds or maybe 3. Actually I was to suggest this with Raise Dead and Resurrection spells, in P&P they take too much time for be useful in battle. In NWN settings you can make them to need one minute (more is too boring).
Post edited February 13, 2015 by Belsirk