Difference between revisions of "Talk:Climb Walls"

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(Created page with "*I don't hate it. It's really just a climby analogue to Jump, which makes this spell the more powerful if the two, at least in my opinion Climb is far more used and useful than j...")
 
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*I don't hate it. It's really just a climby analogue to Jump, which makes this spell the more powerful if the two, at least in my opinion Climb is far more used and useful than jump. (I mean, unless you're a monk, in which case they are equal.) Honestly, of the three athlete-type skills (Jump, Swim, Climb), there's only one the average adventurer is doing on a nearly daily basis. For that reason, and to prevent a weakening of the already existent spider climb (I know, I know, no roof climbing, which is neat and all, but I'd argue that by the time you can cast Spider Climb, that Climb Walls spell gets you a +20 climb check, which turns spider climb into something useful ONLY for climbing on walls, or for when you need 10x the duration). I might suggest a +5/+10/+15 progression, so that in the mid-range levels there's still some stronger differentiation between the two spells, but there's nothing gamebreaking here that I see. Is it from some source or did you just make it up? I mean, feel free to do whatever you want - especially if this is arabelle plot critical or something - but if we're talking about a "canonical" version of this spell, those are my initial thoughts. Whatever the final copy, I don't see any reasons why Sor/Wiz don't get access to it, as well. They do for both Jump and Spider Climb. (Rangers do not get Spider Climb) [[User:Detarame|absalom]] 10:41, 31 May 2012 (EDT)
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*I don't hate it. It's really just a climby analogue to Jump, which makes this spell the more powerful if the two, at least in my opinion Climb is far more used and useful than jump. (I mean, unless you're a monk, in which case they are equal.) Honestly, of the three athlete-type skills (Jump, Swim, Climb), there's only one the average adventurer is doing on a nearly daily basis. For that reason, and to prevent a weakening of the already existent spider climb (I know, I know, no roof climbing, which is neat and all, but I'd argue that by the time you can cast Spider Climb, that Climb Walls spell gets you a +20 climb check, which turns spider climb into something useful ONLY for climbing on walls, or for when you need 10x the duration). I might suggest a +5/+10/+15 progression, so that in the mid-range levels there's still some stronger differentiation between the two spells, but there's nothing gamebreaking here that I see. Is it from some source or did you just make it up? Looks like it came from the spell compendium, maybe? I mean, feel free to do whatever you want - especially if this is arabelle plot critical or something - but if we're talking about a "canonical" version of this spell, those are my initial thoughts. I mean, it's nothing overpowered, but I hate to see boilerplate spells and abilities become obsolesced due to feature creep. Whatever the final copy, I don't see any reasons why Sor/Wiz don't get access to it, as well. They do for both Jump and Spider Climb. (Rangers do not get Spider Climb) [[User:Detarame|absalom]] 10:41, 31 May 2012 (EDT)
  
 
*I also think this leaves the way open for a Swim spell, and I think +10/+20/+30 is the natural progression there. (Since the swim skill gives you a de-facto swim movement speed). I also think there could be a cute cantrip version of this that maybe gives a +2 on your next Swim, Jump, or Climb check. Cantrips are so awesome. [[User:Detarame|absalom]] 10:41, 31 May 2012 (EDT)
 
*I also think this leaves the way open for a Swim spell, and I think +10/+20/+30 is the natural progression there. (Since the swim skill gives you a de-facto swim movement speed). I also think there could be a cute cantrip version of this that maybe gives a +2 on your next Swim, Jump, or Climb check. Cantrips are so awesome. [[User:Detarame|absalom]] 10:41, 31 May 2012 (EDT)

Revision as of 10:44, 31 May 2012

  • I don't hate it. It's really just a climby analogue to Jump, which makes this spell the more powerful if the two, at least in my opinion Climb is far more used and useful than jump. (I mean, unless you're a monk, in which case they are equal.) Honestly, of the three athlete-type skills (Jump, Swim, Climb), there's only one the average adventurer is doing on a nearly daily basis. For that reason, and to prevent a weakening of the already existent spider climb (I know, I know, no roof climbing, which is neat and all, but I'd argue that by the time you can cast Spider Climb, that Climb Walls spell gets you a +20 climb check, which turns spider climb into something useful ONLY for climbing on walls, or for when you need 10x the duration). I might suggest a +5/+10/+15 progression, so that in the mid-range levels there's still some stronger differentiation between the two spells, but there's nothing gamebreaking here that I see. Is it from some source or did you just make it up? Looks like it came from the spell compendium, maybe? I mean, feel free to do whatever you want - especially if this is arabelle plot critical or something - but if we're talking about a "canonical" version of this spell, those are my initial thoughts. I mean, it's nothing overpowered, but I hate to see boilerplate spells and abilities become obsolesced due to feature creep. Whatever the final copy, I don't see any reasons why Sor/Wiz don't get access to it, as well. They do for both Jump and Spider Climb. (Rangers do not get Spider Climb) absalom 10:41, 31 May 2012 (EDT)
  • I also think this leaves the way open for a Swim spell, and I think +10/+20/+30 is the natural progression there. (Since the swim skill gives you a de-facto swim movement speed). I also think there could be a cute cantrip version of this that maybe gives a +2 on your next Swim, Jump, or Climb check. Cantrips are so awesome. absalom 10:41, 31 May 2012 (EDT)