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3.5 breakdown at high levels?
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<blockquote data-quote="c47" data-source="post: 4434999" data-attributes="member: 16048"><p>One of the major headaches we had at the 17th-19th levels was disjunction. In the description it implies that it is dangerous to do so because of the chance of losing spell casting abilities. Now this is a big deal for the player but for the NPCs. </p><p></p><p>Evil NPC Spellcaster: "Hell I've got 4-6 heroes killing me right now I think I will risk it."</p><p></p><p>Problem is that almost every bad guy spellcaster you meet will probably end up in the same mind set. This means that it becomes a de-facto spell cast at the players. What does it do. Oh it makes ALL you magic items *poof*. Okay, okay, there is a will save but that just means that maybe the clerics and some wizard items will remain. The great portion of those on the fighters will be gone. </p><p></p><p>In 3.5 losing your magic items and high level is very bad news. Apart from the investment of money and xp that may have gone in to them, the character is also now a fraction of his "actual" level in power. If you've done this a few times to the characters then they are likely to only have a fraction of what they "should" for their level. Now some DMs will say that this is good. Realists will realize that this will a) piss off the players and b) mean the next adventure will be even tougher for them and may even be deadly because they no longer have the AC/Saves/Damage power they would normal have at that CR. </p><p></p><p>We've ended up making the disjunction spell become an "Even Greater Dispel Magic" with basically no upper limit on the number you add to the dice. This is far less headaches and player bitching.</p></blockquote><p></p>
[QUOTE="c47, post: 4434999, member: 16048"] One of the major headaches we had at the 17th-19th levels was disjunction. In the description it implies that it is dangerous to do so because of the chance of losing spell casting abilities. Now this is a big deal for the player but for the NPCs. Evil NPC Spellcaster: "Hell I've got 4-6 heroes killing me right now I think I will risk it." Problem is that almost every bad guy spellcaster you meet will probably end up in the same mind set. This means that it becomes a de-facto spell cast at the players. What does it do. Oh it makes ALL you magic items *poof*. Okay, okay, there is a will save but that just means that maybe the clerics and some wizard items will remain. The great portion of those on the fighters will be gone. In 3.5 losing your magic items and high level is very bad news. Apart from the investment of money and xp that may have gone in to them, the character is also now a fraction of his "actual" level in power. If you've done this a few times to the characters then they are likely to only have a fraction of what they "should" for their level. Now some DMs will say that this is good. Realists will realize that this will a) piss off the players and b) mean the next adventure will be even tougher for them and may even be deadly because they no longer have the AC/Saves/Damage power they would normal have at that CR. We've ended up making the disjunction spell become an "Even Greater Dispel Magic" with basically no upper limit on the number you add to the dice. This is far less headaches and player bitching. [/QUOTE]
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