Guest (Unregistered) at [unixtime wrote:1090430007[/unixtime]]I've always thought that creatures with no ranged attack should never get higher than CR 5 or 6, the point where flying becomes available. Add all the HD to a giant scorpian that you want, and unless you lock the characters in a featureless antimagic box, the players are going to attack with their ranged attacks from cover or possibly while flying or from behind magic walls, and totally school the monster.
The problem is that I dunno if you can really do that. Because when you've got a monster like the collossal scorpion, it's either a TPK or an easy win. It's no longer really even a monster, and you don't even deserve much XP for flying over it, because there's no risk at all.
1. One thing that i think would totally give fighters a powerup would be to look over the feats, and remove any definate level restriction in the feat. The more powerful feats are already in chains, so that keeps them generally in the place where they belong, so they don't need the "absolute" level restrictions like a min. skill or BAB. If a human Fighter could start his career with Elusive Target or a shtick like Hurling Charge or Raptor school, or something cool like Mage Slayer(causes enemy spellcasters to provoke AoOs when casting defensively).
I don't think you really need to do that. feat chains also kinda help the fighter in many ways, because they don't let others get some of the more advanced feats. So long as each feat is good along the chain, I don't really see any problem with feat chains.
Basically, all of those "+ small bonus and no other ability" feats need to go, and all the monsters need to be Dropped by like 5-6 (or more) AC. Its not like spellcasters weren't hitting with those touch attacks anyway. Basically, the warriors are getting boned by stat inflation.
Weird, I'd actually go the other way, don't drop AC, but drop attack bonuses. Monster AC seems really low enough for me, dropping it further just makes them near automatic hits by everyone. But certain creatures, especially high strength stuff tends to be overpowered in terms of attack bonuses. It's ok to have those huge bonuses to damage, but having the bonus to hit as well is what screws the system.
3. No save spells need to go, and be replaced by partial saves. I don't mind if a Forcecage reduces a warrior to a 5' move for a round if he saves and he's trapped on a failed save. Instant death effects need to be reduced to just do damage and a special effect if killed, like the new Disintigrate. The fighters can't have a Keen Vorpal Sword that takes heads on 1 out of 3 hits, the wizards and clerics can't have (easy) insta-death effects.
Partial saves definintely need to be added, and I think monster saves need a general boost in terms of effectiveness.
Wizard spells IMO should have some kind of DC modifiers. Like a +2 to spell DC if the spell is a debuff or a direct damage, and a -2 to DC if it's a save or die. Under the current system you're always better off casting save or dies, and that sucks. I'd like to see people encouraged to cast stuff like bestow curse and slow.
Warriors also need better saves overall, and fighters need 2 more skill points per level and Spot and Listen as class skills.
I'd say give them diplomacy, bluff, tumble and sense motive too. Often times the warrior type is the party 'face' in fantasy stories, so the rules should reflect that.
Polymorph needs bigger penalties to use, and feats like "and now you can cast all your spells and benefit from your buffs" need to be removed. I vote for a "and now you are a monster spawn" and some kind of spellcaster limit on the number of available forms like the Summon spells.
Yeah, buffs in general need to be toned down. I'm for the "one (possibly two) buff active at a time" rule. Any buffs beyond the limit are automatically dispelled when the new one comes into effect. As for polymorph, it has to be separated into a "make the wizard competetive" spell and a "buff the fighter" spell, and those need drastically different mechanics.