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The links I posted in my previous post are ideas that just recreate monsters into player character classes. Check them out, they're really cool, and I think a great point to start from if one was to create their own system of monsterous classes.


I think that the guys here and here came up with something neat that could be continued.


Biggus wrote:

I had considered this idea, but while it's OK at lower levels, it falls well behind PF's 10/CL damage by level 20 (average 140HPs vs 200HPs). 140HPs damage at level 20 is not really "save-or-die"; it's not much more than the maximum for energy spells (120HPs average), which do half damage on a failed save, unlike SoD which only do lesser partial effects. Possibly 20d6 + 2d6/CL could work, but it's still direct-damage, and the main idea of this thread is to replace HP damage with something both more dangerous and more interesting, while still allowing some chance of survival on a failed save.

Please don't think I'm "chewing you up", I'm just explaining why I don't think this idea is a very good way to scale SoD spells.

No, I see what you're saying. I just thought of it as a sugestion, that's all. And don't worry I don't think that you were "chewing me up" as you said. You wanted to address what was current candidates were for the new solution and what the thread was for, and I didn't read the thread in its entirety so that helps me.

Plus, we're only communicating through the internet so one of the big key elements of communication gets lost in the prosses: Emotion. I can't see what kind of emotion you were displaying, if any, so the intent of how you wanted the message to be percieved is harder to display, so I see why you stated on what you ment but, again, don't worry. It's all good. ;)

Back on topic, I think we need to at least leave one SoD because I think it's one of the pinical and, to me, one of the iconic points of Necromancy. Only make it a level 9 spell, so only the most powerful practitioners can use it. It doesn't even need to be a spell that has already been done ('Finger of Death' and 'Destruction' come to mind) it can be a new spell all together.


I think this is also a good idea. This makes me think that the +2 to a stat that humans get should be changed to +1 to two different stats.


I haven't read most of this thread so don't chew me up for being ignorant of the current idea.
This idea here was written to make epic-level characters have a more "epic" feel by not instantly dying to Save-or-Die spells.

Epic Insights - Tweaking Your Epic-Level Game wrote:


Epic Variant: No "Save or Die" Spells

By the time characters reach epic levels, spells that kill the target on a failed save ("save or die" spells) can swing an encounter dramatically on the basis of a single roll. These spells have an effect that dramatically outweighs that of other spells of similar level, because death effects generally don't care about your level or hit points. Effectively, these spells get more powerful as their targets become more powerful. (Some spells, such as circle of death or power word, kill affect creatures up to a maximum HD or hit point value only, which means that they have a built-in upper limit of destructive power.)

If you want to downplay the swing factor of save or die spells, consider altering the spells listed below as described. In each case, the "death" effect is replaced by dice of damage, allowing extraordinarily powerful targets to withstand such spells even on a failed save. This means that you're better off wearing down a tough foe for a few rounds before hitting it with a save or die spell.

Destruction: Instead of simply destroying the target on a failed save, this spell deals 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is destroyed utterly, as described in the spell.

...

Finger of Death: On a failed save, this spell deals 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is slain.

Implosion: Each target that fails its save against this spell suffers 20d6 points of damage plus 1d6 points of damage per caster level, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is killed, as described in the spell.

Prismatic Sphere, and so on: The green (poison) layer (or ray) deals 20d6 points of damage plus 1d6 points of damage per caster level on a failed save, with no upper limit to its damage. If this damage reduces the target to 0 or fewer hit points, the target is killed, as described in the spell.

Slay Living: See finger of death.

Wail of the Banshee: See implosion.

I say just change the Harm damage variant that Pather uses, to this except for characters of all levels, not just epic. (I took out Disintegrate because it isn't a save or die spell, at least not in 3.5)


Benchak the Nightstalker wrote:
Physical Attractiveness doesn't make you charismatic, Charisma makes you physically attractive, among other things. I think this is demonstrable mechanically in the game and anecdotally in the real world. Thats why people were bringing up supposedly ugly people who still managed to become sex symbols. Their appearance doesn't conform to societal tastes of the time, but they were Charismatic, and thus people found them physically attractive.

That can be percieved like that, but it doesn't mean everyone will, and someone said before, that physical attraction is about personal preference. Even if a lot of people share common prefferences, doesn't mean EVERYONE will. What you said above is no different.


I agree, sign me up!!!


Daniel Moyer wrote:


...SPELL DC:
10 (base) + Spell Level + Ability Modifier + 1/2 Caster Level (rounded down)
...

I don't know if this has been said, already resolved, or even talked about but I think using this idea but instead making it like this,

"Spell DC = 10 (the base, silly) + Spell Casting Ability Modifier (as above but different name) + 1/2 Spell Casting Class Level"
(the bolded part is my solution but only if it hasn't already been said)
Gaining levels in prestige classes that increase caster levels should also count as gaining levels in the base class. And anything that increases [u]caster level[/u] (nothing else) does not increase the caster's DC's.
So how's this? (Mind you, I have not read most of this thread so please don't kill me)