Yvesza wrote: Sun Dec 04, 2022 11:42 pm
To break down the next part of the update I'll go line by line.
- Successful saving throws against spells cast by player characters now apply temporary penalties to saving throws with the same descriptor
This really enforces much of the same issues we have now, pick only the best spells and do not experiment. If you can't cast the exact same spell 17~ times (Spontaneous casters) then you really can't take advantage of this. It's far too niche and really just pushes people to want to use Save or die spells, as they're all Save vs death.
- The amount depends on the spell's innate level:
- 2 for spells of innate levels 7 and above, and
- 1 for spells of innate levels 4 to 6.
- Weaker spells do not increase the penalty, but also refresh its duration.
It's hard to make a comment on this currently, so I'll refrain
- This penalty stacks over multiple casts and lasts for 3 rounds. Successful saving throws against spells with the same descriptor refresh the duration.
Three rounds is pitifully low, even the slightest interruption and all of the work you've done is gone. Refreshing on recast doesn't aid at all, there are too many ways to mitigate this penalty for players.
- The penalty cannot lower a character's effective saving throws below 35, which means that only characters with higher saves are affected.
35 is considerably high, this leaves the average spellcast of DC39 (A 9th circle spell) a pitiful 20% chance to succeed. Any spell of 6th level and below will never rise above a 5% chance to succeed.
- Saving throws against persistent areas of effect and spells cast via items do not increase or extend the penalty.
Persistent AoE effects now do not benefit you at all outside of saveless effects that they might have, divine casterslost all offensive potential with this change alone.
- Greater Restoration and the -pray command clear the current penalty.
Not only can you -pray away the first failed save you have, you'll completely refresh your saves back to full *and* you can use greater restoration (A spell that is avaliable as a scroll, or usable from a crafted item at instant speed) to undo any penalties you might have. Not only is it exceptionally hard to stack the debuff high enough to threaten anyone, the debuff won't ever be particularly dangerous *and* it's easily cleansed away.
The numbers are not just conservative, a caster needs to jump through hoops to even come close to competence and all of that can be washed away with ease. Why would anyone attempt to use control spells when save or die spells will kill the victim and not give them potentially multiple opportunities to reset their saves and by that, make all of the limited spells you have per day far less valuable.
There's no world in which a caster can functionally take advantage of this update in any meaningful way, the maths alone speak to how ineffective it is to try to use DC spell as they are now.
To summerize,
- persistent AoE spells are now exceptionally weak and don't even really contribute towards the overall goal of lowering saves.
- All saves are expected to sit at 35, every spell of 6th level and below that checks DC's has limited to no use.
- Save debuff duration is so low that you're expected to stand still and cast at your target constantly, if you happen to have a threat run towards you at all (Player versus Player) then all of the work (And the many spells you've used to try to debuff their saves) will all have gone to waste.
The duration on the save debuff needs to be far longer, the "soft cap" of 35 on saves is still way too high, persistent AoE effects need to contribute to failing saves and the restriction on descriptors is yet another hoop that shouldn't exist. Casters aren't just weakened by these two updates, they're crippled and resigned to summons, hastes and dispells.