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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5E magic item compendium
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<blockquote data-quote="delericho" data-source="post: 6036678" data-attributes="member: 22424"><p>Thank you. Unfortunately, I can't XP you again so soon.</p><p></p><p></p><p></p><p>The Fighter doesn't get healing - the <em>Cleric</em> gets healing, which he uses on the Fighter. That's part of his contribution, and has the net effect of allowing the Fighter to carry on. There's no corresponding mechanism by which the Cleric can grant the Wizard more spells to cast. (Of course, there's nothing stopping the Wizard spending some of his starting gold on scrolls, but that's a distinctly limited resource - he gets one or maybe two spells out of it, each of which can be used once. Whereas the Cleric's healing is part of his base abilities, usable every day.)</p><p></p><p></p><p></p><p>Unfortunately, I can't. My knowledge of the core is sufficient to argue against specific spells being unbalanced, but my knowledge of the SC isn't detailed enough to argue to contrary. All I know is that the moment the player of the Druid IMC got his hands on the SC, his PC gained a sudden and immediate boost in power.</p><p></p><p></p><p></p><p>The CharOp boards have famously declared that only about a dozen of the PHB feats are "worth taking". In which case, they're operating on an entirely different definition of 'balance' from the one I recognise.</p><p></p><p></p><p></p><p>I don't see that as a problem. A wide range of equivalently-powerful spells are being used. That seems about right. And, as I've already noted, spells like Burning Hands, Shocking Grasp and Chill Touch tend not to get a huge amount of use because the spellcasters try desperately to stay out of melee combat. But those spells absolutely have their place - in those cases where the Wizard does find himself suddenly trapped in melee combat, they can be an absolute lifesaver.</p><p></p><p>BTW, what's wrong with Cause Fear? I would have bet that would be on your "overpowered" list - the ability to take an opponent out of action for several rounds, opposed by a Will save (typically the lowest save of melee types)?</p><p></p><p></p><p></p><p>Okay, fair enough. I'll readily concede that my experience is far from universal.</p><p></p><p>However, I will equally note that my games have almost exclusively been "core rules only", using 25- or 28-point buy, and sticking close to the WBL guidelines. The combination of these appears to be quite unusual.</p><p></p><p>In particular, it's very common to see much more generous stat-gen methods being used. Which is fair enough if people want to do that, but it vastly favours spellcasters - they get to max out their prime spellcasting attribute without massively sacrificing everything else.</p><p></p><p>Likewise, it's very common for groups to run low-magic games. This again, and rather perversely, favours the spellcasters, because they then have access to powers other classes simply can never match without magic items, <em>and</em> they have the ability to craft their own items.</p><p></p><p>(Given everything we've been saying about core vs supplements, I'll say no more on that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p><p></p><p>I may well be being unfair, but in the face of a lot of complaints, I do find myself wondering if the groups involved aren't bringing the problems on themselves.</p><p></p><p></p><p></p><p>Odd. I looked last night, and I was sure that mine said that crawling five feet was a move action (that, yes, provoked AoOs - but given the range of the spell involved, and the need of any PCs to avoid entering the area themselves, I'd assumed they <em>probably</em> weren't within reach). It is, of course, possible that I misread - and if so, that changes the balance of things.</p><p></p><p></p><p></p><p>Yes. Significant power-creep in the other supplements, mostly in the form of hundreds of new spells for the Wizard, Cleric, and Druid. Which brings us back to my objection to the "Spell Compendium"...</p><p></p><p>(Oh, and while I'm at it - there are large numbers of Prestige Classes that give "+1 spellcasting class" at every level, in addition to other abilities. Virtually every such PrC is unbalanced.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6036678, member: 22424"] Thank you. Unfortunately, I can't XP you again so soon. The Fighter doesn't get healing - the [i]Cleric[/i] gets healing, which he uses on the Fighter. That's part of his contribution, and has the net effect of allowing the Fighter to carry on. There's no corresponding mechanism by which the Cleric can grant the Wizard more spells to cast. (Of course, there's nothing stopping the Wizard spending some of his starting gold on scrolls, but that's a distinctly limited resource - he gets one or maybe two spells out of it, each of which can be used once. Whereas the Cleric's healing is part of his base abilities, usable every day.) Unfortunately, I can't. My knowledge of the core is sufficient to argue against specific spells being unbalanced, but my knowledge of the SC isn't detailed enough to argue to contrary. All I know is that the moment the player of the Druid IMC got his hands on the SC, his PC gained a sudden and immediate boost in power. The CharOp boards have famously declared that only about a dozen of the PHB feats are "worth taking". In which case, they're operating on an entirely different definition of 'balance' from the one I recognise. I don't see that as a problem. A wide range of equivalently-powerful spells are being used. That seems about right. And, as I've already noted, spells like Burning Hands, Shocking Grasp and Chill Touch tend not to get a huge amount of use because the spellcasters try desperately to stay out of melee combat. But those spells absolutely have their place - in those cases where the Wizard does find himself suddenly trapped in melee combat, they can be an absolute lifesaver. BTW, what's wrong with Cause Fear? I would have bet that would be on your "overpowered" list - the ability to take an opponent out of action for several rounds, opposed by a Will save (typically the lowest save of melee types)? Okay, fair enough. I'll readily concede that my experience is far from universal. However, I will equally note that my games have almost exclusively been "core rules only", using 25- or 28-point buy, and sticking close to the WBL guidelines. The combination of these appears to be quite unusual. In particular, it's very common to see much more generous stat-gen methods being used. Which is fair enough if people want to do that, but it vastly favours spellcasters - they get to max out their prime spellcasting attribute without massively sacrificing everything else. Likewise, it's very common for groups to run low-magic games. This again, and rather perversely, favours the spellcasters, because they then have access to powers other classes simply can never match without magic items, [i]and[/i] they have the ability to craft their own items. (Given everything we've been saying about core vs supplements, I'll say no more on that. :) ) I may well be being unfair, but in the face of a lot of complaints, I do find myself wondering if the groups involved aren't bringing the problems on themselves. Odd. I looked last night, and I was sure that mine said that crawling five feet was a move action (that, yes, provoked AoOs - but given the range of the spell involved, and the need of any PCs to avoid entering the area themselves, I'd assumed they [i]probably[/i] weren't within reach). It is, of course, possible that I misread - and if so, that changes the balance of things. Yes. Significant power-creep in the other supplements, mostly in the form of hundreds of new spells for the Wizard, Cleric, and Druid. Which brings us back to my objection to the "Spell Compendium"... (Oh, and while I'm at it - there are large numbers of Prestige Classes that give "+1 spellcasting class" at every level, in addition to other abilities. Virtually every such PrC is unbalanced.) [/QUOTE]
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