[net.games.frp] illusionists and game balance

mr-frog@sdcsvax.UUCP (11/25/83)

Whatever your solution to the illusionist problem is, keep in mind that
they should not be too much more powerful (at low levels) than another
class.  Some of the things that others mentioned doing with some illusions
were a bit much - the illusory paladin, or the 1000 umber hulks.  The one
suggestion about the hit dice limit wasn't bad, though.  We specify that
illusions disappear when hit for damage (no, illusory armor doesn't count
-- they are ac=9), otherwise we find that they are just too powerful.

Every creature facing an illusion gets a save.  Every time.  Without
exception.  We didn't want all illusion spells treated as 7th level mu
spells with regard to saves, so we just ignored the way the dmg and ph
worked illusions.  Appropriate pluses or minuses are tacked onto the save
(a fire giant gets substantial pluses against an illusory fireball, while
a white dragon would probably get a minus), but in all cases a save is given.
I can't stress that enough.

An intelligent and experienced monster that has survived a given spell
will not likely fall for a phantasmal force of it (no sound, heat, etc),
but just might fall for a spectral force of the same.  The way to handle
the higher level illusions vs. lower level ones is to give the lower
level spell a plus to the save, and the higher level one a minus.  Thus
shadow magic would be pretty deadly, since it actually does damage.

Another rule of thumb we use is that when an illusion does damage, it
goes away.  For instance, that paladin that was mentioned would go
away when he first struck someone for damage (assuming the target failed
his save, otherwise no damage would be done and the "paladin" would still
disappear).  Also, an illusionist should not do much more damage than
1d6 per level of the illusionist - so a first level illusionist wouldn't
get too much more than 1d6-2d6 from an illusory storm giant striking an
enemy (give bonuses for imagination and believability).

Of course, higher level spells can do more, and perhaps are able to
stay around after a hit or two, possibly striking more than once for
damage.  As always, higher level spells can do more.  Who knows, maybe
a fifth or sixth level spell could make a "fake paladin" for a turn
or so.

Out of all the character classes, I think that illusionists are the hardest
to dm because illusionist spells are so versatile.  It calls for many
"command decisions" as a dm, calculating saving throws and figuring the
damage done by a given illusion.  I manage to muddle through, but it
isn't easy.  I'm sure glad we only have a couple in our campaign.


Dave Pare

ucbvax!sdcsvax!mr-frog