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Talk:Holy Hold (3.5e Spell)

1,986 bytes added, 21:06, 3 December 2015
Well I was going to rate this, but...: I made some changes to the spell.
::::Dude, the whole wiki has been telling you your articles are too long for several years now. This is one of your shorter ones. And I've looked; all but ''two'' of my spells are shorter than this in terms of pure text. Why do you keep denying it when people tell you time and again your stuff is tl;dr and just not very usable in a tabletop game? The end-states quip was meant to be humorous more than anything; it's all these arbitrary odds and ends you put into everything... Just one example out of many; for what reason is there an ⅛ in there? I will keep shouting 'Less is more.' at you until it sinks in. --[[User:Sulacu|Sulacu]] ([[User talk:Sulacu|talk]]) 20:51, 3 December 2015 (UTC)
 
:::::You're a touch late. I've already changed the spell a bit according to Eiji-kun's suggestions, and it's now a bit simpler than it was... but I didn't follow Eiji's suggestions verbatim. Let me explain why. I refuse to take out the [[SRD:Jump Skill|Jump]] check, since it logically ''should'' be at least theoretically possible to jump over ''any'' wall that's not attached to a ceiling if you're good enough at jumping. (In practice, it might not be possible if you can't fit in the space between the wall and the ceiling, assuming that there ''is'' a ceiling, but that's the sort of environmentally-dependent situation that should be left for the DM to worry about.) Likewise, the ring should grow in height as your caster level increases to make jumping over the wall non-trivial at higher levels. Furthermore, the save for being crushed by the ring will remain a Fortitude save because Fortitude is all about withstanding physical trauma, and really, quick reflexes can't help you when you don't have enough room to move. Let's say you literally get trapped between the ''holy hold'' wall and some other walls, so that you ''can't'' run out of the way. In that scenario, a Reflex save can't help you; to prevent saving throw denial, I made Fortitude the default for when you get crushed. Likewise, the duration has to be long enough to carry the subject to prison and lock them up; ''holy hold''<nowiki>'</nowiki>s '''purpose''' is detaining people. I did, however, make the duration much shorter than it was before. And, of course, I didn't take out the ''time stop'' combo, as I came up with this spell ''specifically'' as something that would be made better by ''time stop''. I did, however, weaken the interaction a bit, namely changing it so that creatures subjected to ''time stop'' take a &minus;4 penalty on their save against ''holy hold'' instead of automatically failing. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 21:06, 3 December 2015 (UTC)
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