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Switch to Forum Live View Level 8 Wizard Solos Green Dragon
7 months ago  ::  Nov 08, 2012 - 7:46AM #241
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Nov 8, 2012 -- 6:54AM, dmgorgon wrote:

The spell can't be used as a quick fix for hindering magical conditions either.    




What if you could.. umm pocket a condition ... you arent removing htem. but rather delaying them for later it has both positive and negative implications ..  My bear form is affected by a nasty enchantement while I am not in my bear shape I am unnaffected

To me its just an interesting idea. My default thinking is actually that yes you carry enchantments and conditions along.

However there has been a certain heritage which has form changing result in healing so shruging off enchantments isnt much different.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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7 months ago  ::  Nov 08, 2012 - 7:48AM #242
HeirRaktus
Date Joined: Oct 21, 2011
Posts: 51
Polymorph lasts until your concentration is broken... One might argue that fighting a Green Dragon would ruin said concentration.
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7 months ago  ::  Nov 08, 2012 - 7:50AM #243
ArjenL
Date Joined: Oct 27, 2007
Posts: 252

Nov 8, 2012 -- 7:40AM, Garthanos wrote:

Nov 8, 2012 -- 6:54AM, dmgorgon wrote:

The only thing your retain is your INT, WIS, CHR, and hit points.     



So all your knowledge and fighting skill went out your ear?  because fighting is purely a body thing.. NOT.

Heck that hit points remain is indicative that you didnt loose your fighting skill... and that some of the underpining of your original body is still there.




The +4 of the Ankheg includes the knowledge and fighting skill, it can't all come from the ability score (15, +2)

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7 months ago  ::  Nov 08, 2012 - 8:42AM #244
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Nov 8, 2012 -- 7:50AM, ArjenL wrote:

Nov 8, 2012 -- 7:40AM, Garthanos wrote:

Nov 8, 2012 -- 6:54AM, dmgorgon wrote:

The only thing your retain is your INT, WIS, CHR, and hit points.     



So all your knowledge and fighting skill went out your ear?  because fighting is purely a body thing.. NOT.

Heck that hit points remain is indicative that you didnt loose your fighting skill... and that some of the underpining of your original body is still there.




The +4 of the Ankheg includes the knowledge and fighting skill, it can't all come from the ability score (15, +2)




Sure it might .. or whatever else about its body tools make them better at attacking cant tell for sure.
 
You could say the spell gives you the underpining instincts so you can use there natural weapons as a per weapon proficiency and use there strength and use and attack bonus you have on top of that. ... ie ignore the +4.

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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7 months ago  ::  Nov 08, 2012 - 9:03AM #245
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,782

Nov 8, 2012 -- 7:40AM, Garthanos wrote:

Nov 8, 2012 -- 6:54AM, dmgorgon wrote:

The only thing your retain is your INT, WIS, CHR, and hit points.     



So all your knowledge and fighting skill went out your ear?  because fighting is purely a body thing.. NOT.

Heck that hit points remain is indicative that you didnt loose your fighting skill... and that some of the underpining of your original body is still there.





Sure he might know what to expect and when to move out of the way from a sword strike, but that's about all your hit point total should cover.

The problem for me is that I'm falling back on how polymorph worked in previous editions.   That's why I'd rule that polymorph allows you to retain your spell casting and fighting abilities in some situations.    The issue I have is that the spell descriptions don't provide enough detail in this regard.   I think that if you are going to include a spell as complex as Polymorph you need to provide more detail and be far more clear.   A few sentences is not enough to curtail all the wild interpretations out there.    

On second thought, I think the spell is clear that you lose all your abilities and limitations and gain all the abilities and limitations of the new form.   If you interpret that literally with no exceptions then the spell isn't open to abuse.  

I mean, what happens if you polymorph into a werewolf?  Can I infect my party with the Curse of Lycanthropy?   Do I really gain all the abilities of the new monster?  If not then, then Polymorph is far too complicated a spell and requires a substantial amount of improvisation on the DM’s part per monster/ casting.

I think that the simple way to solve these problems is to say that you do lose ALL your abilities (spellcasting, fighting, etc) and basically just become the monster in question.   Clearly if you are going to gain something like the Curse of Lycanthropy, the Rusting power of the Rust Monster, or the Medusa's Petrification Gaze, then you shouldn't be able to add your own abilities into to the mix.     

The spell allows you to retain your hit points and mental faculties to simplify the process.  Retaining hit points makes sense because you would otherwise have to calculate the percentage of damage you've already taken and apply that to the new hit point total.  It also prevents you from gaining high hit point totals.   Keeping your mental faculties also simplifies the situation because you’d be useless if you acquired an animal’s intelligence after polymorphing into a Rust Monster.    

In my opinion, polymorphing shouldn't be any more powerful than summoning the same monster.   






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7 months ago  ::  Nov 08, 2012 - 9:09AM #246
wrecan
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Nov 8, 2012 -- 9:03AM, dmgorgon wrote:

I mean, what happens if you polymorph into a werewolf?  Can I infect my party with the Curse of Lycanthropy?   Do I really gain all the abilities of the new monster?  If not then, then Polymorph is far too complicated a spell and requires a substantial amount of improvisation on the DM’s part per monster/ casting.




One might rule that all non-instantaneous effects, including infected diseases, expire when the spell ends.  So vampirism, newly created wraiths, lycanthropy, etc. all end when the spell ends.

Clearly if you are going to gain something like the Curse of Lycanthropy, the Rusting power of the Rust Monster, or the Medusa's Petrification Gaze, then you shouldn't be able to add your own abilities into to the mix.



True, and you should lose all the benefits of those powers when you gain you original spellcasting powers back.

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7 months ago  ::  Nov 08, 2012 - 9:18AM #247
Garthanos
Date Joined: Jan 15, 2009
Posts: 17,702

Nov 8, 2012 -- 9:03AM, dmgorgon wrote:



In my opinion, polymorphing shouldn't be any more powerful than summoning the same monster.  




I am currently thinking to make casting it on somebody who is for instance a fighter is a better option not just because of his hitpoints.. but because of his prowess, but I certainly respect the above thought.
 

Improvisation in 4e: Improv. Attacks(by wrecan) - Fave 4E Improvisations

The Non-combatant Adventurer

Reality is unrealistic - and even monkeys protest unfairness

Dynamic Reflavoring : The Fighter : The Wizard : The Swordmage
Creative Character Collection - Featuring:The Faerie Master - Snow White - Joxer - Ironman - Elric - Bloodwright

By virtue of being a player your characters are the protagonists in a heroic fantasy game even at level one

"You have to explicitly give non-casters permission to do awesome, where as with magic it is just assumed they can." -Garthanos

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7 months ago  ::  Nov 08, 2012 - 9:21AM #248
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,782

Nov 8, 2012 -- 9:09AM, wrecan wrote:

Nov 8, 2012 -- 9:03AM, dmgorgon wrote:

I mean, what happens if you polymorph into a werewolf?  Can I infect my party with the Curse of Lycanthropy?   Do I really gain all the abilities of the new monster?  If not then, then Polymorph is far too complicated a spell and requires a substantial amount of improvisation on the DM’s part per monster/ casting.




One might rule that all non-instantaneous effects, including infected diseases, expire when the spell ends.  So vampirism, newly created wraiths, lycanthropy, etc. all end when the spell ends.

Clearly if you are going to gain something like the Curse of Lycanthropy, the Rusting power of the Rust Monster, or the Medusa's Petrification Gaze, then you shouldn't be able to add your own abilities into to the mix.



True, and you should lose all the benefits of those powers when you gain you original spellcasting powers back.




Well the spell says "Any living creature" which excludes undead vampires.    

But then again, if you are going to make all these exceptions you'll have a huge list for every monster/ power.   

As for losing the benefits how does that work with conditions you inflicted on others?   Does the poison you injected into your victim become normal saliva when you revert back?   Do all your victims that you turned to stone revert back?

If so can you have one character turn you to stone while in your polymorphed form to prevent the spell effect from reverting?    






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7 months ago  ::  Nov 08, 2012 - 9:28AM #249
wrecan
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Nov 8, 2012 -- 9:21AM, dmgorgon wrote:

Well the spell says "Any living creature" which excludes undead vampires.



i know.  I couldn't come up with a good beast analog.   

But then again, if you are going to make all these exceptions you'll have a huge list for every monster/ power.   

As for losing the benefits how does that work with conditions you inflicted on others?   Does the poison you injected into your victim become normal saliva when you revert back?   Do all your victims that you turned to stone revert back?



Yes to all.  Any lingering effects of your form end with the form.

If so can you have one character turn you to stone while in your polymorphed form to prevent the spell effect from reverting?



Sure.  That's quite a sacrifice to make though.









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7 months ago  ::  Nov 08, 2012 - 9:30AM #250
dmgorgon
Date Joined: Jan 10, 2012
Posts: 2,782

Nov 8, 2012 -- 9:18AM, Garthanos wrote:

Nov 8, 2012 -- 9:03AM, dmgorgon wrote:



In my opinion, polymorphing shouldn't be any more powerful than summoning the same monster.  




I am currently thinking to make casting it on somebody who is for instance a fighter is a better option not just because of his hitpoints.. but because of his prowess, but I certainly respect the above thought.
 




Well it all depends on the monster.   What happens when you polymorph that fighter into a mind flayer?  

....ok guys run for it that guy can fight and suck your brain out!

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