tag:blogger.com,1999:blog-5255299705122830812.post1838077124797981759..comments2024-03-28T21:13:43.603+09:00Comments on What a Horrible Night to Have a Curse...: D&D Next Spells - some problemsDennis Laffeyhttp://www.blogger.com/profile/03053699552003336733noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5255299705122830812.post-50012544925945762982012-08-22T17:55:56.544+09:002012-08-22T17:55:56.544+09:00I would normally think to wait until I actually ha...I would normally think to wait until I actually had a chance to see these spells in action, too. But just reading the descriptions, it's pretty obvious that if it a) came from 4E and/or b) does damage, it's gonna be pretty darn good. If it comes from an older edition and/or is a "save or die" type effect or buff, it's likely going to be weakened.<br /><br />It also looks like they failed to account for their return to semi-sane hit point levels with the spell damage. Inflict Light Wounds deals 3d8 damage. Melf's Acid Arrow deals 6d6 (or was it 6d8) over two rounds. Dennis Laffeyhttps://www.blogger.com/profile/03053699552003336733noreply@blogger.comtag:blogger.com,1999:blog-5255299705122830812.post-52318262600903173562012-08-22T13:07:44.438+09:002012-08-22T13:07:44.438+09:00I usually think it's best to play these things...I usually think it's best to play these things before commenting on how they work, but in reading these it does sound like there are problems. If I have one main worry about the new rules, it is that they really don't seem to be handling spells right. I am also worried about the infinite magic missiles thing.Anonymousnoreply@blogger.com