Iceborn wrote: Tue Mar 25, 2025 6:36 pmWith brevity in mind:
Most of us in the Team feel that save-or-suck abilities are fine in PnP, but that they do not translate all too well to a consistent, roleplaying world such as Arelith, where PvP is a valid narrative tool to resolve conflicts. Very personally speaking, I do not like spells to be a gamble for success every time, and in regards for PvP, a 5% fishing minigame.
In my near decade of playing Arelith and getting into a lot of pvp, much of it on mages of all types ranging from Necro/Illusion/Ench flinging Shadowmages, to Evo Sorcadins, to Caster & Blasterlocks, I practically never see people "fishing for 5%," (with one amusing exception that was more of a meme). I'm not sure where this narrative comes from, but it's just not real, and no player worth their salt playing a mage will do this. Action economy, limited spell slots, and low probability outcomes (plus you're getting wrecked while attempting it) make this strategy a theory-crafting fantasy.
The closest thing anyone would sensibly attempt these days would be something targeting a group bunched up with a timestop -> into AoE mords (remove immunities/mantles) -> into (insert AoE effect - Wail, Mass Hold, Weird, Mind Fog, Web etc). In this case you're triggering multiple rolls against a number of player characters, one of which may get unlucky, or have worse saves. This is far less reliable/effective than just throwing a WoF for a saveless blind (which almost anyone can do from a book or scroll, over, and over, and over again).
Can the team run a report over a 12 month period to see how many PCs die to instant death abilities in PVP? I'm guessing it's very low (death ward NOT breachable). I've seen it happen maybe 3-5 times. You know how many times I've seen someone get Knocked Down and deleted by 2-h Str build with 200ish damage crits? I've lost count; where's the design consistency? The fear of "save or suck" is very overblown, especially relative to what other things do in PvP.
Since when are all the things that happen to our characters supposed to be fun? Is getting evicted, Quarter broken, Pick pocketed, Exiled "fun?" Only if one's attitude in accepting them as RP opportunities and detachment from the character allow one to perceive them as such. Getting killed in one round by death spell or str build, hard CC'd, or killed by an epic character, or by a party of characters can all be either taken in stride, or railed against as "unfair/unfun." There's no way to "balance" these outcomes out of the module. But "bad things happen to good adventurers" and being able to cope with that when it (rarely) happens is part of the social compact to play in this environment. We don't need to be protected from negative things, only given some measure of counterplay/agency against them.
Iceborn wrote: Tue Mar 25, 2025 6:36 pmThat said, if magic wasn't as easily resisted without thinking of the consequences we would enable stunlocking, and all we'd achieve is flip the meta in the other direction - shelf your martials, it's the era of magic again.
We do not want that.
This isn't an issue, magic is very dangerous. There are however a decent number of spells in the book that don't see much use for a few reasons. To fix this does not require a total re-work of the whole system and new mechanics, but changes to the spells themselves. Here are some examples:
Horrid Wilting: A 8th level spell that does 25d8 AoE, friendly fire, fort-save for HALF, and necromancy completely immune. Averages 113 damage or 57 with successful save, and if not immunized completely by Shadowshield. Compare that with Empowered IGMS at the same level for 106 and no save (but shield "immunity" is possible). Why ever slot Horrid wilting when the fort save damage ratio makes Wilting act more like a cantrip?
Weird: A 9th level spell that triggers a will save (let's say DC 40-43) or fear round/CL, then a Fort save or die, if success 3d6 damage for a whopping 11 average. The will save can be immunized by mind blank, clarity, or Fear Immune (which is everywhere now). The Fort save, if you even get through the will/fear immunity, can be passed, or immunized by death ward (not even breachable). Compare this to Wail of the Banshee, also a 9th level spell, that goes straight to Fort, can be immunized by Shadowshield and Death Ward, and does 10d6 for an average of 35 damage. For a death spell, why ever slot Weird over Wail with the double save, multiple immunities, and less damage? Why even slot Wail with death ward isn't breachable and most will pass the save anyway?
Mass Hold Monster: A 9th level spell, that is mind effecting (mind blank/clarity immune), and paralyzes (FoM immune) on failed save for 1 Round/CL, with zero damage. Compare this with a consumable anyone can throw "Acid Bomb" which has a saveless slow in a large AoE, only immunized by FoM. Or Grease, or Web, or Incendiary Cloud, or WoF, or Cloudkill at 5th level with a saveless stacking Con Debuff, or Empowered Negative Energy Flood 7th level for 20d6 for an average of 105 damage plus 1 pt str/CL saveless debuff for -7 Str at 28 CL (immunized by Shadowshield and NEP - both breachable). If I'm looking to force a response and generate action economy advantage, CC, or debuff, the choices that offer "reliable" effect and actually give me advantage vs. people who know what they're doing are obvious.
None of these issues get resolved by the proposed changes and tenacity, but are issues with the specific spells' design. I can go on and on comparing different spells in the book and share why X spells are used, and Y are not. Tenacity and save reduction will not this, and arguably make things more complicated to balance, with more dev effort. To balance spells just requires changing A) The damage dice, B) The knock on effects, C) The damage ratios/secondary effects on a successful save, and D) Duration of effects. This doesn't need to happen all at once and even marginally improving currently "useless spells" iteratively adds some nice variety and life into the module by enhancing the diversity of options to various caster builds/schools.
Here's the kicker: You can simply reduce the "duration" of all hard CC effects substantially making the concern of getting "stunlocked" or stuck for several minutes if you've already prayed a non-issue This is an easy change compared to what is being proposed, does not require a complete overhaul of the casting system, economy/balance/meta/player disruption, and would also allow lowering saves without fear of a castergeddon mageocracy.
Iceborn wrote: Tue Mar 25, 2025 6:36 pmThe ultimate goal is to make spells worthwhile to cast. Neither overwhelming nor underwhelming.
We've considered countless solutions. Smaller, surgical updates and larger overhauls. If we didn't push for either, you can be sure the reason is somewhere in the last 3 pages.
This proposed update, for reference, sits somewhere inbetween. It's additive, it's impactful, but it's nothing revolutionary - as far as where adherence to 3e is concerned, it is also entirely canonical, as many abilities feature rerolls-to-save every round.
As you well know there are already spells in the module that trigger saves over time based on a persistent effect or just by virtue of being in an area effect. As you say these are great, lore accurate, and a very useful tool to "test" saves repeatedly. Many of these spell see higher use because of this increased probability of getting a failed roll (e.g. Standing Kyrstian's Tentacles long enough and you'll eventually eat a level drain or grapple).
These spells existing do not require "tenacity" or some grand re-work of mechanics and immunities, simply a balancing of what happens when the save is failed. Blackfire is a great example; that spell has teeth, but the daze effect is easy to drink a clarity pot and get out of, plus Spell Mantles and Shadowshield immunizes. Something like Kyrstian's paralyze could have its duration reduced and viola, no Tenacity mechanic needed. Reduce saves, making these effects more reliable, but less punishing, and you leave existing immunity counterplay (pop a FoM and NEP and frolic in the tentacles). Multi-month reinvention of how casters work avoided, greater balance and spell diversity achieved.
Lastly.... None of this addresses the real culprit affecting caster viability in the module (ignoring the relative performance of martial builds especially div martials like Warpriest etc). Concentration mechanics. This is a REAL problem given damage outputs across the board, and does more to make playing a caster unfun than anything in the spellbook. Not to mention, why is a cleric/warlock/invoker still at a higher hit die than a Wiz/Sorc given the relative power of their "magical" kits?