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View Full Version : Rebalancing Stuff



Gram
08-09-2012, 06:00 PM
(avoiding enhancements in anticipation of the new enhancement system not being completely horrible)

General Stuff:

Air Elementals
Change from constant knockdown to once per 12 seconds, constant knockback to once per 6 seconds, give gust of wind a save, and give hobbits a check to stand from gust knockdown

Armor Bonuses on non-armor (bracers, robes, etc)
Add directly to physical resistance, but not stack with physical resistance of actual armor or benefit from bab

Balance
Any effect that would knock a player character down would allow the better of the normal bonus to avoid OR half the character's balance skill, whichever is higher

Disease Initial Save
If the initial save is made, the disease does not take effect (as per pnp)

Disease vs Heal Skill
Allow the higher of fortitude save OR highest Heal skill in the vicinity to remove(as per pnp)

Earth Elementals
Change earthgrab to have either a maximum range or require line of sight, if not both

Gelatinous Cubes
Change to not being randomly immune to negative energy damage

Giants
The sweep attack should not automagically knock everything back, and Tor giants shouldn't be immune to negative energy damage

Ice Mephits
Get rid of magic missiles; there are plenty of cold spells for them to use now rather than this 7 year old placeholder spell

Minotaurs
The charge attack should not knockdown/back on misses/dodges/incorporeals/etc, and disallow charging at close range

Mob Critical Hits
Make mobs roll to confirm their critical hits

Mob Impairment
Change (back) to make an impaired mob (stoned, stunned, held, sapped, etc) cancel their current attack and stop moving (more of a bug fix)

Mob Sneak Attack and Fortification Blowthrough
Only allow this to only happen on valid sneak attacks; when I'm fighting a mob face to face, it shouldn't get sneak attack critical hits

Mob Valid Target Checking
Change (back) to make mobs need to check whether an attack, spell, or ability connects both on initiation and completion rather than just initiation (more of a bug fix)

Mummy Disease
Require a melee hit to take effect (as per pnp), not just as a general aura

Mummy Fear
Once per character per mummy, not over and over at certain distances (as per pnp)

Object Induction (opening doors, pulling levers, etc)
Change to not be interrupted by trivial amounts of damage

Tome Eating
Change to a much faster rate


Race Features:

Dwarf Balance Bonus
Add the +4 bonus to any ability check, skill check, or save that can result in a knockdown, not just balance checks

Dwarf Poison Resistance
Should also grant 4 points of poison damage resistance

Dwarf Racial Enemies
Change the +1 to hit vs orcs and goblins to +5% to hit and the +4 dodge ac vs giants to +5% dodge

Halfling Thrown Weapon Bonus
Change the +1 to hit to a +5% to hit (or, heck, a +95% to hit, nobody would notice anyhow)

Size Bonus (just hobbits...for now)
Was +1 (5%) to hit, +1 ac (0% or 5% less chance to be hit), and +4 hide
Now +1 (+0% to +5%) to hit, +1 ac (0.01% to 3.5%), and +4 hide
Change to +5% to hit with proficient weapons, +1% dodge and max dodge bonus in heavy armor, +2% dodge and max dodge bonus in medium armor, +2% dodge and +3% max dodge bonus in light armor, +3% dodge and +5% max dodge bonus unarmored, and +4 hide

Warforged Rust Vulnerability
Was a stun (rather than merely 2d6 damage, reflex for half, as per pnp) to balance unintended earthgrab immunity
Now earthgrab immunity is gone, but expanded rust vulnerability remains
Change to 2d6 damage, reflex for half, with the extra effect affecting mithril and admantine body types with a 12 second slow with a fort save to avoid


Feats:

All Dragonmarks
Should regenerate charges at a rate of 1 per 5 minutes

Augment Summoning
Should also grant a -2 penalty to save vs charm type effects to minions

Combat Archery
Reduce minimum required Dexterity to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

Combat Casting
Also add +5 physical resistance while casting a spell

Crippling Strike
Let it still do a single point of strength damage if the cheater mob is on epic hard or elite and resists the two points

Epic Toughness
Allow Past Life: Berserker's Fury to qualify and reduce minimum required Constitution to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

Eschew Materials
Remove additional spell point cost, make passive rather than active

Extend Spell
Change to doubling of caster level of the spell rather than doubling duration (20 resists from an extended level 4 resist energy, etc)

Heighten Spell
Change cost from 5 per level heightened to (spell cost) / (spell level + 1) * (number of levels heightened)
{examples:
Niac's Cold Ray(1) cast at level 9: 4/2*8 = 16 (20 total cost vs 44 now)
Suggestion(3) cast at level 6: 20/4*3 = 15 (30 total cost; same as now)
Prismatic Ray(5) cast at level 7: 25/6*2 = 8.33 (33 total cost vs 35 now)
Finger of Death(7) cast at level 9: 40/8*2 = 10 (50 total cost; same as now)
Greater Shout(8) cast at level 9: 15/9*1 = 1.67 (16 total cost vs 20 now)}

Improved Sneak Attack
Reduce minimum required Dexterity to 19 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

Magical Training
Grant to Bards in addition to the other primary casters

Mobile Spellcasting
Also add +5% dodge while casting a spell

Mobility
Also grant the max dodge bonus benefit to the unarmored

Overwhelming Critical
Reduce minimum required Strength to 21 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

Past Life: Arcane Prodigy
Remove the reflex save from the ray

Past Life: Berserker's Fury
Is +20 hps (and other stuff)
Change to +<current level cap> hps (and the other stuff)

Past Life: Disciple of the Faith
Was +1 unarmed die step (+1 average damage at low level, +1.5 average damage low-mid level, +2 average damage mid level and up), +2 concentration, and a once per rest evasion clicky
Now +.5[W] unarmed damage (+1.75 average damage), +2 concentration, and a once per rest evasion clicky
Change to +.6[W] (+2.1 average damage), +2 concentration, an evasion clicky with a 5 minute cooldown, and grant that crummy Grandmaster version of improved unarmed combat to non-monks

Past Life: Druid
Should also grant a -1 penalty to save vs charm type effects to minions

Past Life: Fighter
Was +1 (+5%) to hit and +1 trip/stun/sunder DCs
Now +1 (+0% to +5%) to hit and +1 trip/stun/sunder DCs
Change to +2.5% to hit and +1 to all tactical DCs

Past Life: Initiate of the Faith
Is 5 charge per rest cure wounds and +2 heal
Change to make a charge regenerate every 60 seconds

Past Life: Ranger
Is +2 ranged damage and +2 elemental resists
Change to +2 ranged and thrown damage, +2 elemental resists, +1 natural armor per ranger past life

Past Life: Sneak of Shadows
Was 3 clicks of +1 (+5%) per 4 levels to hit while sneak attacking (and other stuff)
Now 3 clicks of +1 (+0% to +5%) per 4 levels while sneak attacking (and other stuff)
Change to 3 clicks of +5% to hit while sneak attacking per 4 levels (and other stuff)

Past Life: Student of the Sword
Was +4 to +16 (+20% to +80%) to hit 3 times per rest (and other stuff)
Now +4 to +19 (+0% to ?) to hit 3 times per rest (and other stuff)
Change to flat 95% hit rate for 20 seconds on a 5 minute timer (and other stuff)

Past Life: Warrior of the Wild
Was 3 charges of +2 to +5 natural ac (0% to 25% less chance to be hit) {Barkskin} per rest and +2 spot
Now (0.05% to 17.5% less chance to be hit)
Change to Ram's Might instead and add +1 natural ac to each ranger passive past life feat

Resist Poison
Also add a stacking 8 resistance to poison damage

Sap
Should work on enemies that are immune to mind affecting _spells_

Snake Blood
Also add a stacking 4 resistance to poison damage

Vorpal Strikes
Reduce minimum required Wisdom to 21 (since impermanent bonuses do not count...precedent: greater two weapon fighting)

Weapon Focus: <blah> (and greater, superior)
Was +1 (+5%) to hit
Now +1 (+0% to +5%) to hit
Change to +5% to hit with proficient weapons of <blah> type


Spells:

Armor of Speed
Also grant +3% dodge (more than haste; makes it useful and makes up for lack of footspeed boost)

Barkskin
Also grant +1 natural physical resistance with an additional +1 per 5 caster levels

Break Enchantment
Also remove a minimum of one randomly chosen deleterious enchantment, transmutation, or curse on friendly targets.

Cloudkill
Allow any amount of poison immunity to stop the Constitution damage (as per pnp)

Cometfall
Allow a player character to avoid the knockdown by making either of the two saves

Dimension Door
Change (back) to not vanishing if the caster moves too far away

Dispel Magic
Remove a minimum of one randomly chosen effect per cast

Freedom of Movement
Yes, that

Good Hope
Also grant the +2 bonus on ability checks

Greater Dispel Magic
Remove a minimum of two randomly chosen effects per cast or instantly banish a summoned creature

Greater Shout
Add 20% spell failure on a failed save

Haste
Also grant +2% dodge

Holy Aura
Also grant +4 protection physical resistance and correctly block irresistible dances

Mage Armor
Also grant +4 physical resistance that does not stack with that provided by armor

Mordenkainen's Disjuction
Remove a minimum of three randomly chosen effects per cast

Protection from Elements, Mass
Remove level cap

Protection from Evil (and Magic Circle Against Evil)
Also grant +2 protection physical resistance vs evil enemies

Shield
Also grant +1 shield physical resistance with an additional +1 per 5 caster levels

Shield of Faith (and Mass)
Also grant +1 protection physical resistance with an additional +1 per 5 caster levels

Shout
Also cause 20% spell failure on a failed save

Slow
Also reduce the target's dodge chance to half

Stoneskin
Also grant +5 physical resistance

Symbol of Pain
Change to a max duration of one minute vs player characters

Toughen Construct
Also grant +1 natural physical resistance with an additional +1 per 5 caster levels


Class Abilities:

Artificer/Wizard Scribe Scrolls
Change from super slow to merely mildly moseyish, at least in public areas

Barbarian Uncanny Dodge
Change from level 4 to level 2 (more of a bug fix)

Bard Inspire Greatness
Change the +2 to hit to +5% to hit

Monk 3xAir Finisher
Remove initial save and allow a save each 6 seconds thereafter; work against any enemy type

Monk 3xDark Finisher
Remove initial save and allow a save each 6 seconds thereafter

Monk 3xEarth Finisher
Remove initial save and allow a save each 6 seconds thereafter

Monk 3xFire Finisher
Allow epic and arcane levels to apply in addition to monk levels

Monk 3xLight Finisher
Allow epic and divine levels to apply in addition to monk levels

Monk 3xWater Finisher
Remove initial save and allow a save each 6 seconds thereafter

Monk Air Dark Air Finisher
Increase resave timer to 12 seconds

Monk Air Light Air Finisher
Change from a blur style concealment bonus to a cloudkill style concealment bonus

Monk Earth Dark Earth Finisher
Increase resave timer to 12 seconds

Monk Earth Light Earth Finisher
Change to work against all sleeps, stuns, and dazes (more of a bug fix)

Monk Fire Light Fire Finisher
Change the +2 attack bonus to a +5% attack bonus

Monk Void Light Void Finisher
Change the +5 attack bonus to a +10% attack bonus

Monk Water Dark Water Finisher
Change from Hold Person to Hold Thing Susceptible to Bleeding and increase resave timer to 12 seconds

InsanityIsYourFriend
08-09-2012, 06:23 PM
lots of changes there
all bug fixes +1
all changes from +X to hit to +X% to hit +1
All things about PRR +1
99% of things about monsters +1


ONE MORE CHANGE
make every epic level count as a universal class lvl ie pally LOH should be affected by epic lvls, cleric aura/burst should be affected, ect stuff like that