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Sagil

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Apr 4, 2016
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Currently it seems like the stun condition is the only one that has any significant use, especially in late-game where both PCs and NPCs have better stats and succeed on rolls more frequently. So my suggestion would be this:

Instead of making stat rolls for eliminating conditions at the start of a character's turn, make them at the end.

This way every condition will have an effect at least once (unless removed early via some non-standard method like the surfer dude's feature or the cleric's purge ability).
 
I partly agree. Conditions become less useful as the game progresses. However I'd suggest a different remedy.

While conditions are still fairly easy to apply thanks to negative resistance modifiers from leveled up abilities, they don't seem to apply for getting rid of the condition. So while my good Paladin might weaken all thanks to -7 from his lvl 18 Smite they all appear to make the subsequent roll at +/- 0 and recover all for a net zero effect of the ability. Only way to make conditions stick is by adding stun on top which is pointless for all except damaging conditions.