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General Tabletop Discussion
*Dungeons & Dragons
An examination of the cost of magic.
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<blockquote data-quote="nijineko" data-source="post: 6069852" data-attributes="member: 52240"><p>please don't forget the 3 times per day per spell limit! (some staffs only allow 2 or 1 per day, btw) or the attunement restriction! while it is true that runestaffs have no charges, they are limited per day items, which might be beneficial to specifically point out. </p><p></p><p></p><p></p><p></p><p></p><p>i usually give out one free reserve feat to wizards and sorcerers, plus the material cost reduction feat for sorcerers. it may not be much damage, but at least they have something they can "swing at the bad guys all day long". it does not upset game balance, and it improves the feeling of contribution and usefulness at lower levels. </p><p></p><p>i have found that my casters tend to unexpectedly end encounters at higher levels, which i think is awesome. i get to praise them for clever thinking, and it challenges me to come up with something even more interesting - it's like i get to be a player at my own games. ^^ i like it when players pull off awesome combos. it keeps the game fresh, and helps me to come up with different mixes of encounters which allow certain combos while negating others. by changing up the mix, i can easily prevent them from spamming a given combo without having to "take it away" from them. makes for more fun for everyone. =D</p><p></p><p>so i have the opposite conclusion from you, don't remove bonus spells. just change up the encounter to encourage and perpetuate innovation. </p><p></p><p>though i did adjust one aspect of the game in favor of melee over casters. cold iron versus arcane magic. cold iron is effective when directly applied against magic, but not against secondary effects. that may have been poorly stated, so i'll give some examples: cold iron cuffs on a caster negate arcane casting requiring somatic, a cold iron breathing mask on a caster negate casting requiring verbal, cold iron gauntlets cannot touch magical components or items, etc.. cold iron armor would protect against a possession attempt or magical control of the body, but would not protect against energy produced magically (fireball, cone of cold, sonic lance, wall of iron falling on you, etc.). wax earplugs laced with cold iron dust would protect against magic involving you hearing and understanding someone, but would not protect against sonic damage. a cold iron weapon striking a caster auto-disrupts arcane casting in progress (ie: auto-fail concentration check). magic items are suppressed when encased or in major contact with cold iron - ie: wearing that full body cold iron armor means that none of your magic items work. and so forth. </p><p></p><p></p><p>and speaking of sorcerer versus artificer, i'm playing an artificer in one game, and it is so fast moving that i seldom, if ever, have time to craft anything, which makes it less fun for me, but i hang in there. ^^</p></blockquote><p></p>
[QUOTE="nijineko, post: 6069852, member: 52240"] please don't forget the 3 times per day per spell limit! (some staffs only allow 2 or 1 per day, btw) or the attunement restriction! while it is true that runestaffs have no charges, they are limited per day items, which might be beneficial to specifically point out. i usually give out one free reserve feat to wizards and sorcerers, plus the material cost reduction feat for sorcerers. it may not be much damage, but at least they have something they can "swing at the bad guys all day long". it does not upset game balance, and it improves the feeling of contribution and usefulness at lower levels. i have found that my casters tend to unexpectedly end encounters at higher levels, which i think is awesome. i get to praise them for clever thinking, and it challenges me to come up with something even more interesting - it's like i get to be a player at my own games. ^^ i like it when players pull off awesome combos. it keeps the game fresh, and helps me to come up with different mixes of encounters which allow certain combos while negating others. by changing up the mix, i can easily prevent them from spamming a given combo without having to "take it away" from them. makes for more fun for everyone. =D so i have the opposite conclusion from you, don't remove bonus spells. just change up the encounter to encourage and perpetuate innovation. though i did adjust one aspect of the game in favor of melee over casters. cold iron versus arcane magic. cold iron is effective when directly applied against magic, but not against secondary effects. that may have been poorly stated, so i'll give some examples: cold iron cuffs on a caster negate arcane casting requiring somatic, a cold iron breathing mask on a caster negate casting requiring verbal, cold iron gauntlets cannot touch magical components or items, etc.. cold iron armor would protect against a possession attempt or magical control of the body, but would not protect against energy produced magically (fireball, cone of cold, sonic lance, wall of iron falling on you, etc.). wax earplugs laced with cold iron dust would protect against magic involving you hearing and understanding someone, but would not protect against sonic damage. a cold iron weapon striking a caster auto-disrupts arcane casting in progress (ie: auto-fail concentration check). magic items are suppressed when encased or in major contact with cold iron - ie: wearing that full body cold iron armor means that none of your magic items work. and so forth. and speaking of sorcerer versus artificer, i'm playing an artificer in one game, and it is so fast moving that i seldom, if ever, have time to craft anything, which makes it less fun for me, but i hang in there. ^^ [/QUOTE]
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