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D&D Older Editions, OSR, & D&D Variants
3.5e Magical Offenders - Most Overpowered Spells & Fixes
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<blockquote data-quote="milest3hr4t" data-source="post: 5616278" data-attributes="member: 6679248"><p>brief comment on Knock. Knock can still be an instant unlock. you made the mistake of thinking that magical instant unlock means a rogue will be useless. This is not the case. First off, those spells per day, per door, add up pretty fast. Second, and this is the more important point... Rogues can silently pick locks, The spell knock requires the caster <em>physically knock on the door</em>, which with the use of magic could be quite loud or noticeable. It's the magical equivalent of just smashing the door in, you might as well ban the use of battering rams, or barbarians with the ability to run. I just thought that need to be said. </p><p></p><p>as for low magic, I'd say make it * literally* low magic, Maximum spell level is lowered, and all higher spell levels are re-funded, or even more practically, spell levels are pooled. For instance, max spell level 4. spells per day per level, multiplied by level of the spell (1st level are 1 point, 2nd level are 2, etc), pooled together, and spells cost points equal to their level... + additional cost for metamagic feats if used. sure, you get the occasional munchkin wanting to spam fireball or something until he has no 'mana', but the truly crafty casters could always beat the munchkins by simply being flexible and more reserved. Furthermore, Are there really any spells 4th level or below, that are totally insurmountable to non-casters? sure there's probably a few, but far less than 9th and below. </p><p></p><p>I actually decided to do that in a campaign, the players didn't actually object, but it didn't really mater because unbeknownst to be, two of them where planing to ruin the campaign as much as the could just to piss me off, but without making me ragequit and throw them out. Point is, I never got to find out if this actually works or not. Just figured I'd throw it out there, not that I think its a particularly unique idea. Just a relevant one.</p></blockquote><p></p>
[QUOTE="milest3hr4t, post: 5616278, member: 6679248"] brief comment on Knock. Knock can still be an instant unlock. you made the mistake of thinking that magical instant unlock means a rogue will be useless. This is not the case. First off, those spells per day, per door, add up pretty fast. Second, and this is the more important point... Rogues can silently pick locks, The spell knock requires the caster [I]physically knock on the door[/I], which with the use of magic could be quite loud or noticeable. It's the magical equivalent of just smashing the door in, you might as well ban the use of battering rams, or barbarians with the ability to run. I just thought that need to be said. as for low magic, I'd say make it * literally* low magic, Maximum spell level is lowered, and all higher spell levels are re-funded, or even more practically, spell levels are pooled. For instance, max spell level 4. spells per day per level, multiplied by level of the spell (1st level are 1 point, 2nd level are 2, etc), pooled together, and spells cost points equal to their level... + additional cost for metamagic feats if used. sure, you get the occasional munchkin wanting to spam fireball or something until he has no 'mana', but the truly crafty casters could always beat the munchkins by simply being flexible and more reserved. Furthermore, Are there really any spells 4th level or below, that are totally insurmountable to non-casters? sure there's probably a few, but far less than 9th and below. I actually decided to do that in a campaign, the players didn't actually object, but it didn't really mater because unbeknownst to be, two of them where planing to ruin the campaign as much as the could just to piss me off, but without making me ragequit and throw them out. Point is, I never got to find out if this actually works or not. Just figured I'd throw it out there, not that I think its a particularly unique idea. Just a relevant one. [/QUOTE]
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3.5e Magical Offenders - Most Overpowered Spells & Fixes
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