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D&D Older Editions, OSR, & D&D Variants
3.5E magic item compendium
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<blockquote data-quote="Dandu" data-source="post: 6036238" data-attributes="member: 85158"><p>Yes, it does not work against everything. That being said, it works against a rather large segment of the MM that a low level party will encounter.</p><p></p><p>No spell, character, weapon, or tactic works against everything. I'm sure you'd agree that even the fighter has his weaknesses.</p><p></p><p></p><p>The fighter, imo, does not get the HP or AC to just fight on for more than two combat encounters per day without extra healing from spells or potions. In which case, I ask you again, does the wizard get access to extra spells or scrolls?</p><p></p><p></p><p></p><p>Sleep is unbalanced at first level in my opinion, at low levels. At higher levels, you simply trade it out for another spell in your list of spells known as a sorcerer, or replace it with one of the many other first level spells in your spell book as a wizard. It costs nothing to do this.</p><p></p><p></p><p></p><p>You know, causing multiple people to lose a round's worth of actions seems like a great use of one standard action. Also, I would be interested in hearing your opinion: does standing up (which uses a move action) require a DC 10 balance check for movement within grease? How about moving out of a greased square?</p><p></p><p>I ask because: </p><p></p><p></p><p>Except it lasts for rounds/level, even on a successful initial save. The fighter, on the other hand, has to spend an action each round to disarm someone.</p><p></p><p></p><p>Balanced against each other, or balanced against other 1st level spells? Again you don't get quite the same effect our of Burning Hands or Shocking Grasp at either first level (not as deadly) or at higher ones (not as useful). Magic Missile fares a little better in this regard, but in my experience, mostly as a means to do chip damage, hit incorporeal targets, and attach rider effect like with Fell Drain Spell.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Now here's my question: Compare it to other 2nd level combat spells. How powerful is this effect in comparison to, say, Scorching Ray?</p><p></p><p></p><p>He's only at risk if he failed to bring a reach weapon with him, does not have access to the Enlarge Person spell, or has to fight a hydra in the direct center of the Glitterdust who does not move. At which point, he could pull out a bow and kite it. Which then might cause the Hydra to move, in which case he can now stab it with his sword as it is still blinded.</p></blockquote><p></p>
[QUOTE="Dandu, post: 6036238, member: 85158"] Yes, it does not work against everything. That being said, it works against a rather large segment of the MM that a low level party will encounter. No spell, character, weapon, or tactic works against everything. I'm sure you'd agree that even the fighter has his weaknesses. The fighter, imo, does not get the HP or AC to just fight on for more than two combat encounters per day without extra healing from spells or potions. In which case, I ask you again, does the wizard get access to extra spells or scrolls? Sleep is unbalanced at first level in my opinion, at low levels. At higher levels, you simply trade it out for another spell in your list of spells known as a sorcerer, or replace it with one of the many other first level spells in your spell book as a wizard. It costs nothing to do this. You know, causing multiple people to lose a round's worth of actions seems like a great use of one standard action. Also, I would be interested in hearing your opinion: does standing up (which uses a move action) require a DC 10 balance check for movement within grease? How about moving out of a greased square? I ask because: Except it lasts for rounds/level, even on a successful initial save. The fighter, on the other hand, has to spend an action each round to disarm someone. Balanced against each other, or balanced against other 1st level spells? Again you don't get quite the same effect our of Burning Hands or Shocking Grasp at either first level (not as deadly) or at higher ones (not as useful). Magic Missile fares a little better in this regard, but in my experience, mostly as a means to do chip damage, hit incorporeal targets, and attach rider effect like with Fell Drain Spell. Now here's my question: Compare it to other 2nd level combat spells. How powerful is this effect in comparison to, say, Scorching Ray? He's only at risk if he failed to bring a reach weapon with him, does not have access to the Enlarge Person spell, or has to fight a hydra in the direct center of the Glitterdust who does not move. At which point, he could pull out a bow and kite it. Which then might cause the Hydra to move, in which case he can now stab it with his sword as it is still blinded. [/QUOTE]
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