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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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<blockquote data-quote="Psion" data-source="post: 4354007" data-attributes="member: 172"><p>The same thing applies there. You don't have to get your party in infinite fights to make the fighter shine, just enough to tap the wizards out of his best spells.</p><p></p><p></p><p></p><p>Sure you can. If I had a rogue in the party though, I wouldn't. I might put one on a scroll for if we got in a pickle.</p><p></p><p>To be fair, though, I think SKR has something of a point about knock. It's a bit too absolute for a low level spell.</p><p></p><p></p><p></p><p>Mine either, which is why I don't precisely follow your formula of the "most used adventuring skills".</p><p></p><p>But then, pick lock is pretty useful in city games.</p><p></p><p></p><p></p><p>An <a href="http://www.pxi.com/" target="_blank">engineering company based in VA</a>? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I'm just sayin. I can tell you all day about how I do things, but the fact that the books expanded on what you could do with skills on a whim should have set a precedent for their utility.</p><p></p><p></p><p></p><p>Prior to 3e, there wasn't much of a skill system.</p><p></p><p>But as to magic... the fact we are having this discussion should be an indication that reading spells too loosely might be too much to ask. A find traps spell finds traps, in a certain area, for a certain time period, period. If you don't such limit it, it becomes a replacement for search.</p><p></p><p></p><p></p><p>And that's fair enough. I'm not here to tell anyone else how there game should or will run; they have a better idea about that than I do. But by the same token, when I hear cries about how such and such were impossible or unplayable when my experience differs, I think it's fair for me to say so.</p><p></p><p></p><p></p><p>I agree. But here's where I think I may differ from you. I think that making invisible flight not an option is a situational thing in the campaign in 3e. Where magic can do such things, any ruler who hopes to remain such for long gets paranoid and puts up divinations and protections that make things hazardous for a lone wizard.</p><p></p><p>And due to the balance of the wizard, when things are hazardous, they are very hazardous indeed.</p></blockquote><p></p>
[QUOTE="Psion, post: 4354007, member: 172"] The same thing applies there. You don't have to get your party in infinite fights to make the fighter shine, just enough to tap the wizards out of his best spells. Sure you can. If I had a rogue in the party though, I wouldn't. I might put one on a scroll for if we got in a pickle. To be fair, though, I think SKR has something of a point about knock. It's a bit too absolute for a low level spell. Mine either, which is why I don't precisely follow your formula of the "most used adventuring skills". But then, pick lock is pretty useful in city games. An [url=http://www.pxi.com/]engineering company based in VA[/url]? ;) I'm just sayin. I can tell you all day about how I do things, but the fact that the books expanded on what you could do with skills on a whim should have set a precedent for their utility. Prior to 3e, there wasn't much of a skill system. But as to magic... the fact we are having this discussion should be an indication that reading spells too loosely might be too much to ask. A find traps spell finds traps, in a certain area, for a certain time period, period. If you don't such limit it, it becomes a replacement for search. And that's fair enough. I'm not here to tell anyone else how there game should or will run; they have a better idea about that than I do. But by the same token, when I hear cries about how such and such were impossible or unplayable when my experience differs, I think it's fair for me to say so. I agree. But here's where I think I may differ from you. I think that making invisible flight not an option is a situational thing in the campaign in 3e. Where magic can do such things, any ruler who hopes to remain such for long gets paranoid and puts up divinations and protections that make things hazardous for a lone wizard. And due to the balance of the wizard, when things are hazardous, they are very hazardous indeed. [/QUOTE]
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Anyone else wonder why they didn't combine the 3.5 spell system and the 4th edition..
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