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5

Only against really dumb enemies (or enemies who have failed their knowledge checks) who aren't smart enough to take advantage of a day's preparation. You haven't read the full power description. There is one critical point: One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, Setting aside actually ...


8

No, I don't think he'd be immortal at all. First of all, the rule says "You attempt a Will save (DC 5 + damage dealt)". Solution? Deal enough damage to make the save very risky and hard to make. Also, don't take even simple-looking saves for granted. Second: this move can be played once against an unsuspecting, but clever opponent. The second time they'll ...


3

I love @KRyan's post, but I think some numbers really help illustrate the effect here. 2nd-level party vs. 15 Goblins Your Sorcerer catches them in a Color Spray. Every Goblin who fails is basically out of the fight for 3d4+1 rounds or so. Sorcerer's DC is 15, the Goblins have a Will save of -1. On average 75% (11) of the Goblins drop. But the ...


1

You’re right that in the Super Powers Companion it is possible to have a character that deals 6d6 damage using at 12 point Attack, Ranged (and this is only possible with Four Color Heroes or higher because Street Fighters have a Power Limit of 10). This does make the character very powerful and able to wipe out most enemies in one blow. The counter for ...


12

The first and third points aren’t really big deals; actually, the third point would be a disadvantage of save-or-dies. Would be, if the numbers were more reasonable. By the numbers: you can probably make someone fail a saving throw Ultimately, caster classes have every reason to pump their save DCs as much as they can. The ability score that sets the ...


18

In short, yes. There are a few things that make monk on par with the other melee fighting classes. I'll list a few of them here: Dex to attack and damage Monks can apply dex to attacks and damage automatically at level one. Extra attacks Monks are the only class that gets 2 attacks per round at level 1, and they keep up with Fighter attacks per round ...


2

Rather than tweaking Pathfinder, why not crib rules from a low mana d20 setting? The 1st or 2nd edition Conan d20 setting from Mongoose has been tried and tested and is a balanced, low mana world. Magic is rare and dangerous, often involving pacts with demons. Martial valor is emphasized, and spellcasters are rare and tend to be villains just as you've ...


-1

A setup that I have used which balances magic out nicely without screwing up the game mechanics: 1: Hitpoints: Take the largest hitdie from any class the character has. Take the maximum value of it. This becomes the character's hitpoints. People become realistically squishy. Do basically the same thing for monsters, but feel free to tweak them a bit ...


1

The only System I know that offers more or less constant power level between different characters is Rule of Cool's Legend. In fact the idea that, given two chars of the same level, their relative power must be the same is on the very core of the system. On Legend, the rule is simple. A = A', where A and A' are two different characters with the same level. ...



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