(Psi)SeveredHead said:
That's it huh? I am removing Adamantine damage resistance from my game anyhow. Players and monsters will just have to bash through the damage resistance of casters with
Stoneskin and golems irregardless of weapon type.
There are quite a few spells that still last long enough to go through multiple encounters. However, Fly is simply too good at that duration for a 3rd-level spell. It's much more effective than, say, Stoneskin ... at least this is how I've found it.
Which ones? All the ones I can think of to counter combat are 1 minute per level duration spells save for
Stoneskin and
Protection from Arrows which only helps in certain situations.
That happened to me two combat ago. A monk ... with the 3.0 pre-errata'd boots of striding and springing. The sorcerer got dropped to 1 hit point - after he got healed during combat. I was playing a wizard, and I think I took four damage. Something like that.
If you had had an active
Fly spell you could have got off the ground possibly before the monk went to work on you. That is the kind of crap I am talking about.
Fly and very few other spells are all we have to survive melee attack given our low hit points and AC.
This has happened on a regular basis at higher levels as well. Readied action fireballs are a great way to break concentration, also taking down my low hit points at the same time. It doesn't help to cast protection from fire before combat either, since my opponent may have many other direct-damage spells available to him, and could just as easily start with chain lightning. Or good ol' flesh to stone, which is just nasty.
Exactly why
Fly isn't overpowered. There are plenty of options for a caster to be hammered with. Why was it so important to limit the duration of
FLy and
Invisibility and such given the lethality of spells and melee combat to an arcane caster. Isn't the low hit points and AC enough to counter some higher duration spells that help an arcane casters survivability?
That's a good way around the
change self tactic
I tried this. It worked for a little while. The advance scout quickly figured out that the person who didn't belong must be the caster by making sure everyone else was present and accounted for.
Yup. Too bad I can't cast persistent see invisibility otherwise I might be able to blast them.
Many of the scouts weren't invisible. They were just Rogues or Fighters watching the battle from a distance and running when it looked like the advance ambush force meant to test our abilities was almost dead.
IME as soon as my buffs are up the tide turns - that's when the wizard gets to kick-butt. The hit point increases that 3.5 monsters will (hopefully) experience should make this even easier. I've found improved invisibility very useful, but for obvious reasons this won't work all the time. I've found using any kind of spell that increases my durability without necessarily making me nearly invincible (somewhat tongue-in-cheek) also works well. It does take up more spell slots (and higher level ones) than using fly only two or three times, but I can deal with that.
Often the fighter types have already killed everything before I have the chance to enter the combat save for the really tough combats. I guess I get a chance to shine during crunch time, which is nice.
I haven't done this, but my party has walked around invisible for literally hours at a time. I'm sure WotC isn't planning on giving out cheap see invisible items or give tremorsense to five times as many creatures in the MM 3.5. It means my party will have to change some strategies, but I don't see this as a bad thing.
We don't do this. It doesn't seem very heroic or story like to us. It isn't in character for most of our characters to walk around a dungeon invisible. Our group and probably many other groups term for this is "cheesy".
Glad you don't do it.
Just the caster

I can't cast Fly 12 times per day but I can certainly cast it four times per day. (I guess I can't do that at fifth level though

)
We usually cast
Fly when it is needed. We worry about not having a spell when we might need it, so we don't cast any spell casually.
Obviously every campaign is different. I'm glad to hear that your campaign hasn't been abusing these spells. Sounds like you've got admirable self-restraint.
I haven't played D&D any other way for years. I think the big reason we play the way we do is because we are really emphatic about character development. If we can't see the characters doing it, then they don't do it. If it would look cheesy in a movie or book, we don't do it either.
Do you get extra XP for all that counter-scouting?
No extra xp. We just consider it a sound tactic.
It sounds like you don't use random encounters that often. IME I can fly right past a good chunk of creatures in the MM and I can walk right in front of them, invisible, even more often. I don't think the wizard should be able to cast improved invisibility for 10 minutes, allowing the rogue to sneak past and assassinate multiple opponents while scouting.
No, we don't. We usually use planned random encounters. That means we roll random encounters, but we plan out why they happen in advance.
I understand that everyone has different experiences playing this game, so they may see some of these changes as increasing the challenge. I only wish I knew how the majority of folks run a campaign. Then I might better understand why they clap for certain changes and hate others.
I just know reducing
Fly and a few other spells like
Invisibility and
Improved Invisibility does nothing but make life nearly intolerable for are already besieged casters. We don't plan on incorporating this particular change.
I and the other members of the group grimaced when we heard about this change because we know how tough a time casters already have surviving in our campaigns. The
Haste change we didn't mind, but that was because we could see how troublesome it was for both DM's or players. It seemed that whichever side had
Haste was guarateed victory, and if both sides had it, someone was going to die on both sides every round.
We will incorporate the changes we like and house rule or keep the old rule for those we don't. Overall, Revised D&D is an improvement. I like most of what I hear.
Even the Revised Ranger is making its way into our game. I decided that the Revised Ranger was a perfect Ranger tradition for Elves, Halflings and Half-elves raised in elven societies. It fit perfectly the traditional elven forest warrior theme with elves that use Archery and can disappear into the forest. I am constructng an alternate Ranger for Dwarves, Humans, Half-orcs and Half-elves raised in human socieities. This Ranger will have more versatile weapon choices, be able to wear heavier armor, and use d10 Hit Die, but will be lacking a few of the options of the Revised Ranger.
I'm glad each edition has helped get the creative juices flowing. I like taking the time to construct what I consider to be my perfect or near perfect campaign world.