"Sleep" is broken
Ygramul
Member Posts: 1,060
The *Sleep* spell is broken! It always was.
A level 1 spell that acts as "Mass Paralysis" with no friendly fire?!
It is strictly inferior, e.g., to Color Spray (friendly fire, smaller area).
It should have:
1. mobs wake up when hurt
2. friendly fire
(I think the mod Spell Revisions fixed this, but it never was ported to EE.)
A level 1 spell that acts as "Mass Paralysis" with no friendly fire?!
It is strictly inferior, e.g., to Color Spray (friendly fire, smaller area).
It should have:
1. mobs wake up when hurt
2. friendly fire
(I think the mod Spell Revisions fixed this, but it never was ported to EE.)
1
Comments
Plus its worked as it does for the last 16(ish) years. I don't see a reason to change it.
It is definitely a very powerful spell though, that I do not deny.
Enemies wil run away in fear!!!!!
I did not realize that it only effected 4 HD or less creatures. That definitely proves it is not overpowered. In fact, that just adds to my assessment that Sleep is a very balanced, yet useful spell in BG1.
As far as power is concerned, yes it is an extremely effective spell "at low levels" but not otherwise. However having played mostly wizards in my D&D career, I know that you spend the vast majority of the combats at low levels hiding behind something and hoping that no one takes notice of you. You also pray that you can actually hit something other than your own team mates with one of your sling stones. Giving them a bit of power that can be used once or twice a day is by no means a bad thing.
Is it more powerful than a standard warrior attack? Yes. But a warrior can hit things all day and all night. Is it more powerful than a thief's back stab? Probably, but again under the correct circumstances a thief can clean out an entire tower or castle or dungeon with back stabs whereas the Wizard gets a select few 'Casts' per day.
But I also think HP leveling should be: Sorceror-4, Mage-5, Thief-7, Cleric-8, Bard-9, Fighter-10
Somewhere along the line I got the idea that theoretically, I'm talking D&D lore here, arcane abilities draw characters who have developed them into a slightly shifted dimensional energy which makes them less able to weave the Earth energies of Physical Health HP that they might otherwise manifest.
But I am certainly no maven....
As for thieves having more hit points than clerics, that I don't see at all. The Clerics in D&D are supposed to be Battle Clerics. They are the type who wear full platemail and carry REALLY BIG Maces. It is their martial training that makes them Hardy and HEARTY and should be stouter than a thief who spends most of his time in the shadows trying NOT to get hit.
These are all entirely my own perception of the classes and in no way "necessarily" a definition of the class. Merely this is how "I" see the classes.