ShinHakkaider
Adventurer
Ugh, Never mind...
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Ok, but here is my quastion. If player A is a Cleric who uses persitant spell to put up Rightus might, Divine power, Sheild of Faith, and Greater Magic weapon... And player B is a 12th level fighter, is there a diffrence in there melee capability? What if the Cleric uses the spell that gives feats??
Well, mechanics wise, persistent spell uses a slot 6 levels higher than the original spot. So making these persistent would require:
Righteous Might- 11th level spell- epic level caster
Divine Power- 10th level spell- epic level caster
Shield of Faith- 7th level spell- 13th level caster
Greater Magic Weapon- 10th level spell- epic level caster
So it isn't really fair to compare this to a 12th level fighter.
2 words Divine Metamagic...mo extra levels so
One word: ban
Seriously, you can't argue about the balance between core book classes if you bring up non-core options, being they WotC splat books, 3pp or whatever.
As the "what do you miss from previous edition" thread pointed out, the SPHERE system was actually a good thing (especially once they OFFICALLY actually reorganized the spells properly in Spell & Magic).
Never got why this got dropped from the switch from 2e to 3e.
But Aberzanzorax is definitely right about too much flexibility. Back in the 1e days, the cleric and druid spell lists were quite short compared to the wizard's for many levels. That worked out fairly well because the relative lack of options balanced off being able to choose from all of them on any given day. And it's why the next campaign I run will be much stricter with the addition of non-core spells for classes that prep off a whole list.
Some people like a certain... "micro-management" in their campaigns, deciding which spells will become available and which not.I'm in favor of just the opposite-- give everyone the same flexibility that clerics enjoy.
I don't like the "Spells Known" mechanic because it encourages severe munchkinism with respect to your spell choices-- you simply don't have any choice but to choose the absolute "best" spell off your available lists at any given time. It actively stifles creative choices.
So I'm moving towards a "Ready Spell" mechanic for all classes (see Monte Cook's Arcana Unearthed) though I am certainly in favor of a single, unified spell source-- I'll either use the core rulebook, or (plug, again) Monte Cook's Arcana Evolved Spell Treasury.