Spell Save DC Suggestion

We will file suggestions here that did not make the cut. Don't expect detailed responses, but the most common reasons are:
- implementing the suggestion is impractical, or too much work for the gain
- the suggestion is thematically against our design philosophy
- the suggestion is too detailed/low-level
Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

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Apokriphos
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Joined: Tue Jul 30, 2019 4:14 pm

Spell Save DC Suggestion

Post by Apokriphos » Mon Dec 16, 2019 7:30 pm

Save-based spells with no effects on save success become less and less useful to strict uselessness as characters reach the end of the leveling ladder. This is especially noticeable considering how easily one can add +saves to custom gear via dweumercraft. Other players have come to the same conclusion. To take a quote from Aniel:
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.
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.

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.

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Irongron
Server Owner/Creative Lead
Server Owner/Creative Lead
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Joined: Tue Sep 09, 2014 7:13 pm

Re: Spell Save DC Suggestion

Post by Irongron » Thu Dec 19, 2019 1:03 am

I'm rejecting this, as we are instead looking at adding secondary effects from some spells that would apply even if the save was passed.

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