I've got a player in the group I'm DMing who's suggesting having his wizard author a Spirit Shroud that deals FORCE damage instead of the other types.
As a tradeoff, he's suggesting dropping the movement penalty the normal spell imposes as well as the healing restriction.
I don't have a huge problem with it, other than it makes the spell boring. I don't like that the game offers force damage at all, but whatever; I understand the attraction. I also don't think force damage unbalances the game as much as some have suggested.
But I'm here to see if anyone on here can point out anything I might not be considering when weighing the spell's balance. Any thoughts?
There's definitely not a problem. I mean, obviously force is the least common damage resistance/immunity, but when you normally cast spirit shroud you have the choice of 3 damage types with little overlap resistance-wise. Heck, considering there are actually one or two instances of vulnerabilities in the game, you'd probably be better off having the choice of 3 damage types than the nigh-insurmountable (unless the target happens to have a certain uncommon magic item) one. Even without taking away the movement penalty and healing restriction, I'd say the new one would be worse, and once you take them away it's far inferior. Blocking healing can be amazingly useful.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
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you'd probably be better off having the choice of 3 damage types than the nigh-insurmountable (unless the target happens to have a certain uncommon magic item) one.
That is a really great point! Thank you!
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I've got a player in the group I'm DMing who's suggesting having his wizard author a Spirit Shroud that deals FORCE damage instead of the other types.
As a tradeoff, he's suggesting dropping the movement penalty the normal spell imposes as well as the healing restriction.
I don't have a huge problem with it, other than it makes the spell boring. I don't like that the game offers force damage at all, but whatever; I understand the attraction. I also don't think force damage unbalances the game as much as some have suggested.
But I'm here to see if anyone on here can point out anything I might not be considering when weighing the spell's balance. Any thoughts?
There's definitely not a problem. I mean, obviously force is the least common damage resistance/immunity, but when you normally cast spirit shroud you have the choice of 3 damage types with little overlap resistance-wise. Heck, considering there are actually one or two instances of vulnerabilities in the game, you'd probably be better off having the choice of 3 damage types than the nigh-insurmountable (unless the target happens to have a certain uncommon magic item) one. Even without taking away the movement penalty and healing restriction, I'd say the new one would be worse, and once you take them away it's far inferior. Blocking healing can be amazingly useful.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
That is a really great point! Thank you!