Talk:Capped Modifiers and DCs (3.5e Variant Rule)

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Instead of two rolls, what about making higher save DCs increase the duration of a spell or adding extra damage up to the spell's maximum? LenKagetsu (talk) 20:55, 22 June 2015 (UTC)

Dealing more damage might be an option. But lengthening the duration doesn't mean much, since most round/level abilities effectively last the entire encounter by the time you hit level 5. --Ghostwheel (talk) 21:08, 22 June 2015 (UTC)


Power Attack and Oddities[edit]

Under this system the best way to power attack is actually stack to-hit bonuses, it actually way more efficient than even two-handed power attack. Also I dod not know how well it would translate in a battle against foes of a higher CR. --Leziad (talk) 22:02, 22 June 2015 (UTC)

Under 3.5, that would probably deal decent damage, but attack bonuses aren't that easy to get, and as noted at the bottom, it was mostly made for Pathfinder monsters, where Power Attack gives a 3:1 damage-to-attack ratio with two-handers. --Ghostwheel (talk) 22:15, 22 June 2015 (UTC)
It also turns True Strike into a "Fuck this guy in particular" spell, far outclassing most spells for raw damage. If it doesn't apply to non-situational mods though, you might want to note that. LenKagetsu (talk) 23:05, 24 June 2015 (UTC)
Yeah, it's a serious boost to damage, but has a chance of missing, in which case the spell is wasted. With that said, it still lets you ignore concealment and the like. Will think it over more. --Ghostwheel (talk) 07:42, 25 June 2015 (UTC)