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Am I too strict?
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<blockquote data-quote="Helldritch" data-source="post: 8025729" data-attributes="member: 6855114"><p>A single archmage's spellbooks cyclopedia (as in multiple spellbook, writting a spell takes a lot of pages) in my campaigns in Greyhawk could fetch well over half a million gold pieces, depending on the spells in it. The more common spells are worth a lot less. The more specialised the spell, the costlier, up to a 15,000 gp for a 9th level rare spell. Meteor swarm could go for less, maybe half. In the earlier post, I gave the maximum cost for convenience. Of course some spells are more rare than others due to their specialized status. Such spells are spread across all levels. You rarely see a sorcerer taking arcane lock (even a wizard for that matter, depending on his spec) as his prime choice of spell. This is why arcane lock is considered a "rare" spell in my campaign. The more damage oriented spells or "auto win" spells are usually common knowledge. The costs I gave are usually for the rarest spells. Still 7th trough 9th level spell are almost always of the rare type.</p><p></p><p>I still have rules for castle and fiefdoms expanses, church buildings and expanses as well as the thiefguild management rules of decades ago. It is not only the mage that have money sinks and means of making money out of adventure, all other characters can do so. No exceptions. With hindsight, I now see what the powergamer was trying to achieve. An early start on his laboratory. Every gold counts and it could mean a nice headstart for him. He could acquire a good laboratory at 10th or 11th level instead of having to wait for 12th level as most other wizards are doing. (we are talking spell research here, not potion making or enchanting.) I should've seen it way before that, but being called on such an old rule as being too strict unbalanced me. Other than a few minor quirks here there, we play by the rules. What we add is usually for high level play in mind so that characters have something other than dungeon delving at high level.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8025729, member: 6855114"] A single archmage's spellbooks cyclopedia (as in multiple spellbook, writting a spell takes a lot of pages) in my campaigns in Greyhawk could fetch well over half a million gold pieces, depending on the spells in it. The more common spells are worth a lot less. The more specialised the spell, the costlier, up to a 15,000 gp for a 9th level rare spell. Meteor swarm could go for less, maybe half. In the earlier post, I gave the maximum cost for convenience. Of course some spells are more rare than others due to their specialized status. Such spells are spread across all levels. You rarely see a sorcerer taking arcane lock (even a wizard for that matter, depending on his spec) as his prime choice of spell. This is why arcane lock is considered a "rare" spell in my campaign. The more damage oriented spells or "auto win" spells are usually common knowledge. The costs I gave are usually for the rarest spells. Still 7th trough 9th level spell are almost always of the rare type. I still have rules for castle and fiefdoms expanses, church buildings and expanses as well as the thiefguild management rules of decades ago. It is not only the mage that have money sinks and means of making money out of adventure, all other characters can do so. No exceptions. With hindsight, I now see what the powergamer was trying to achieve. An early start on his laboratory. Every gold counts and it could mean a nice headstart for him. He could acquire a good laboratory at 10th or 11th level instead of having to wait for 12th level as most other wizards are doing. (we are talking spell research here, not potion making or enchanting.) I should've seen it way before that, but being called on such an old rule as being too strict unbalanced me. Other than a few minor quirks here there, we play by the rules. What we add is usually for high level play in mind so that characters have something other than dungeon delving at high level. [/QUOTE]
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