Post
by Solaghar » Wed Mar 14, 2018 3:34 am
Bard Adjustments
For those who are unaware, bards have had some editing done to make them a bit more group-friendly. Bards have been given access to many mass spells which they previously did not have access to, and those at one level lower than other classes. For example, mass bulls strength is available to wizards and clerics at level 6, but to bards at level 5. Bards have also been given access to the new spell 'Shout' which can be found in a few places throughout the realms. There are other spells under design for bards, but we'd like to see how these new changes are working before new things come in to ensure that we repair the balance of the class rather than introduce new balance issues by going too far in the opposite direction. If you have had bards in the past and found them underpowered, you're encouraged to dust them off, try out these new spells, and remember that the key idea we're thinking of for the bard is someone who works best in a group.
New Summoning Spells
Many people have likely noticed, but summoning spells by the name of Summon Monster 1-4 and Natures Ally 1-4 have appeared at trainers throughout the realms as well. The natures ally spells were specifically formulated for druids, while the summon monster spells are tailored towards wizards and clerics. If these spells prove popular and well-balanced, the higher levels of the spells will be introduced one at a time, up to level 9.
Fixed Weird and Phantasmal Killer
It had been the case that phantasmal killer as defined by our spell system required only a single save, failing would result in death. For the level of spell that this was, this was both overpowered and not done according to the rules of the D20 spell system, which required two different saves for the spell to result in death. The spell on FK now mirrors the D20 spell exactly. I am certain some will find this change disappointing, but please remember that the spell was broken, and it has been repaired, rather than "nerfed" in the sense of making something unbalanced less powerful. The spell should have always worked in this way, as we try to make all of our spells conform to D20 in order to prevent balance issues. The same thing is true for weird.
Regarding all of these changes, if you see anything you find suspicious or out of the ordinary, please let someone know through a bug report.