My suggestion to resolve this issue is to add a -1 saves vs the relevant saving throw for one turn, even on a success from the target. This could be -2 with spells Level 7-8, and -3 with 9th level spells.Aniel wrote: ↑Sun Dec 08, 2019 11:41 am#3 there simply aren't very many good spells on NWN. Typically if a spell saves "will save negates" or "fortitude negates", the spell is immediately worthless and serves as a trap option. There's a few exceptions to this and some select builds that simply cannot get either a high fort or will, but it's typically those two that everyone builds around.
This suggestion would have multiple benefits.
#1). It would make commonly considered 'useless' spells relevant again in all context, and make PCs more wary of going into NPC spell heavy areas, even when they can always make those saves without issue.
#2. It is relatively straightforward to adjust the spells so that each check spells add a cumulative -1 on it's chosen save(s) for a turn.
#3). Such a change would benefit underutilized classes such as Sorcerer with their ability to recast many spells in succession, favoring the class. It would also improve the Fey Pacted Warlock in a similar manner.
#4). This would require numerous spells to connect to make commonly savable spells effective. Lengthening any spell based encounter and reducing the potency and frequency of Timestop + Saveless Spell + IGMS + IGMS.
#5). This change would not be a strict buff. It would enable simple counters to this strategy, such as drinking potions of lesser restoration to restore any saves lost.