Saves, Gear & Spells

Suggestions relating to the Classes, Spells and General Mechanics of Arelith.


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Hazard
Posts: 1876
Joined: Wed Oct 24, 2018 8:27 am

Saves, Gear & Spells

Post by Hazard »

Spellcraft no longer protects against mundane things, like grenades, dirty fighting, etc. This is good and makes sense.

It is exceptionally easy to put +1 reflex/will/fort on equipment and +2 spellcraft.

I suggest that the +1 reflex/will/fort from equipment not count towards spells.
+1 uni already fills that roll vs spells and all things, and +2 spellcraft already fills that role vs spells.
You're effectively doubling/tripling up on saves vs spells on all your gear this way.

It's just a bit too easy to become immune to dc spells (unless you roll a 1), and this change might help that? I think. Even if this happened saves will probably still be too high for dc spells, but it could be a step in the right direction.

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