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ACP affecting spells and powers

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Revision as of 08:28, June 17, 2010 by Havvy (Talk | contribs)

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Alright, I've had this idea for about a week. No matter how much I think about it though, I cannot seem to find a way to properly balance this. The idea is basically that armor check penalties are not affected by spells and powers at all. This means that there is a hole in the versatility of spells. As such, I am requesting the following types of spells are created by somebody with more experience with armor:

  • Increases ACP (both an individual and an area spell would be best)
  • Decreases ACP (to a minimum of -1, should be higher level than increasing)
  • Negates ACP
  • Sets ACP at high number (I was thinking 10 or higher)

You can think of how this can affect the grimoire ruleset on armors.

Also, optionally, a warlock invocation and psionic powers would be good to have equivalents for, though the warlock invocation would really only be small increases in ACP.

Havvy 05:13, June 15, 2010 (UTC)

Can you explain how the ACP debuff effects would be useful in combat / in general? I could see some as useful in a semi-permanent AoE to defend a location from skill based stealth (that doesn't matter at mid levels anyway), but that's about it. The ACP reduction is a potentially more useful buff, but I don't see any reason to make it higher than level 1 and to take a point away every CL or 2. Which essentially negates ACP anyway after a while. It's functionally a minor skill boost under default rules that doesn't ever boost you over some level and balance appropriate number, and that's not just that awesome. - TarkisFlux 06:17, June 15, 2010 (UTC)
Under SRD what you say is true, but under the Races of War (3.5e homebrew) book ACP gets a bit more meaningful. For example, if you raise it high enough, you can cause some serious damage to warriors' ability to fight. Havvy 08:28, June 17, 2010 (UTC)

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