EOTB wrote:genghisdon wrote:Or just go with 2 claws one round & 1 bite the next.
True, you could do this, but it doesn't help players understand what an attack routine is, and it nerfs (what to me) is the point of Slow by not limiting the chance of the creature to deal damage (and possibly disrupt spells, etc.) to every other round.
So to me the negatives outweigh the positives.
What do you see as the benefits to those changes, out of curiosity? Would you leave it as a level 3 spell like that?
I'm of opposite mind. Damage over time will typically be about the same. Not being able to disrupt a spell is silly...instead of slowing down attacks/attackers, Matthew's & your interpretation result in staggered actions, a stop/go which I find too jarring, unrealistic & game-y to even consider without complete distaste.
Slow already causes a forfeit of initiative, BTW, so getting a spell off vs a slowed foe often isn't too difficult. If one desires a spell that causes a foe to stand around doing nothing or act normally, I suggest
confusion or researching a similar enchantment to it. The "problem" still exists for monsters or NPC's with only 1 attack/round anyway (which is commonplace), but there is nothing to do about that.
Slow is already
by far the most powerful combat spell of L3...it would be fine as a L4-6 spell, even with my take on it. Compare it to other non damage attack spells, such as
hold person, phantasmal force, suggestion, confusion, charm monster, fire charm, polymorph other, cloudkill, hold monster, death spell, flesh to stone, reverse gravity, charm plants, power word: stun, mass charm, etc. It holds it's own or will often exceed them in many combat situations. As I run it/suggest, BTW.
I've used it as a L3 spell in that fashion for 30+ years & it's still overpoweringly strong.
TRP wrote:genghisdon wrote:I strongly suggest removing the cumulative clause from the spell.
Why?
Because it is WAY TOO POTENT. It's already better than the other spells (although things like
dispel magic, etc, certainly have value). No saving throw, good AOE, good range, very, very few things are immune to it, halving attacks is a big boon, it inflicts terrible penalties in addition (+4 AC penalty), it forces a loss of initiative.
Stacking it is just plain overkill. Compare it to it's poor cousin
haste if you need convincing. Or use it with your NPC baddies & prepare for TPK's. And player revolt.