Risk assessment. Not absolute risk aversion. The two are not the same.
By definition, PC adventurers are pretty much the most reckless of wizards. They're the ones running around the countryside putting themselves in harm's way.
Its already been formally established that Wizard as PC has chosen a career/life path that puts him directly in the crosshairs of a habitat that is actively and aggressively attempting to extinguish his life; and he must strategically adapt to make sure that doesn't happen (as all organisms fundamentally do). Within that context, he must assess risk and all of the inevitable uncertainty that comes with being a human...except in this particular case he can short-circuit much of that uncertainty due to his nigh-omniscience (thank you powerful divinations and reconnaissance tools)...and then strategically determine the best course to achieve his sought end (which isn't averting 100 % risk if he is indeed a PC).
If we're applying evolutionary biology, it is noteworthy that some theories believe altruism is a survival trait. If my death allows two siblings, or eight (IIRC) cousins to survive, my genetic material has the same chance of being passed on. Regardless, people do take risks in the real world, and do not paralyze themselves with maximum paranoid planning.
Why wouldn't divine casters invest in Scribe Scroll? If you aren't going adventuring it is the single most useful feat a first level caster can have. I mean what are you going to get? Toughness? Weapon Focus?
Skill Focus to be so much better at those non-adventuring skills? Or perhaps they don't invest a feat at all, so much as have a natural aptitude (feats such as Magical Aptitude or Alertness, say)?
Take your strawman away please. I'm not one of these "Rope tricks shouldn't be followed" people. 8 hours of rest in a dungeon assuming someone has a clue where you are should be suicidal.
Rope Trick is a convenient example. But in a world where magic is universal, I would expect strategies for dealing with same have evolved. Trip wires won't always be on the ground if Flight is easy to come by, and flour on the floor in a guard area makes Invisible sneaking a lot more difficult, for example. Or just investing in a few (non-combatant) dogs. "There goes the $&#* chihuahua AGAIN! - probably nothing, but the manual says we've got to sweep for Invisible Flying Wizards again." And if the PC's are consistent with their adherence to PITA SOP's, would the villains not be similar?
Ah, you're going for the Single Upgraded Weapon approach. In which case treasure is all generic and all goes into a communal pot. At this point the question becomes "Is it better for the party to support the wizard and cleric's casting with 6000 GP worth of consumables, or to give the fighter +1 to hit and damage?" I'll go with the scrolls.
A communal pot does not follow from "fighter upgrades rather than sell and replace". If we stumble across a +2 Trident, I'd expect Fighter will swap in his +1 and take the 3,000 difference (6,000 value x 50% sale) as part of his share of the treasure. If not, he takes his share of the total loot and puts it towards the 6,000 gold he needs to upgrade. The communal pot would see all Warrior items go to the warrior types and all Arcane items to the Arcanist, etc., without regard to equitable division of treasure as a whole.
No. It's 7 or 8 out of the 20. Which is why I didn't. Conjuration's a damn good school, but not quite that good to specialise in unless you can get a few more spells which, under any normal game of 3.X that goes anywhere near the DMG advice you can.
Removal of Scroll Mart does go a long way to making specialization a much tougher choice, doesn't it? Maybe there's something to be learned from that.
Lots of locks is just obnoxious for the user. It's like these stupid password rules that end up with the password written down on a post it note beside the computer. Of course if some bright spark were to invent the "Triple lock" - three locks opened with a single turn of the key (thus requiring two castings of Knock) I wouldn't see this as remotely a bad thing. Of course the fact that as far as I am aware no 3.X supplement did this ever indicates things about the vision of the designers.
But, once again, if the Wizard will always take his "paranoid combat suite of spells" approach, sending simulacra to do his shopping for example, why would others not similarly take paranoid measures to frustrate magic being their downfall? Like 6 locks on every door (well, an odd number, I suppose, since Knock unlocks pairs) and manacles on the prisoner to boot.
Alternatively taking out the guards is done with Ghost Sound and Silent Image. Or using Fly to get past them. If they won't leave their post for distractions, and there's a decent setup, the rogue's absolutely stuffed (other than by bluffing).
Again, magic is so common that Fly scrolls can be had in any thorpe. Given that, the world should recognize flight as pretty common, shouldn't it? This is a problem in every high magic setting (game and fiction) in that the world has not moved to react to the everyday availability of magic - it's hardly unique to 3rd Ed, or RPG's in general.
Most don't. I see no way this is out of line with a standard 3.X world. It's simply that the ones that don't adventure gain levels very slowly.
How do non -adventurers gain experience? Clearly they do. Traps have CR's. Isn't xp awarded for challenges overcome? nb: I usually post from work, with no books, and xp rules aren't part of the SRD. Isn't it a Challenge to scribe a scroll, run a business, etc.? The theory that NPC's gain levels only slowly over time seems challenged by the ready availability of masterwork items, as well as scrolls and other Crafted items. They gain xp fast enough that there are L17 casters out there scribing L9 scrolls they sell for 3,825 gp (losing 153 xp for each one they scribe) that are available in a lot of settlements.
It's not easy to gain levels with such a career choice. It's simply that non-adventuring wizards often die in their beds of old age. If we say it takes a human wizard who doesn't adventure five years to gain a level (and an elf much longer) we still don't have a problem.
If it takes 80 years to gain enough experience to scribe a 9th level scroll, where do all those 9th level scrolls come from? How many 100+ yo human wizards are there? 5th level scrolls only cost 1,125 gp - they're on shelves everywhere. But their scribes are all age 60+? How does that work?
The long-lived nonhuman issue is, of course, a broader issue. Even with a small fraction of Elven adventurers, they should have a host of 20th level (or even epic level) protectors. Dwarves aren't as long-lived, but their community mindset seems to lend itself to, say, 20 years of adventuring to return power to the community. How do those short-lived Orcs and Goblins compete? Some unwritten issue clearly allows them to.
Of course, a lot of genre tropes (not just in games, and not just in fantasy) don't hold up well when we pull pack the curtain and shine a bright light on them!