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Converting to 3.5 woes...
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 986895" data-attributes="member: 1165"><p>Andy Collins said there are lots of 10 minute/level spells in 3.5.</p><p></p><p>You aren't supposed to use these spells for scouting - unless you want to relegate the rogue to the uselessness he endured in 2e.</p><p></p><p></p><p></p><p>Or he could use Clairaudience, or let the rogue do it.</p><p></p><p></p><p></p><p>GMW no longer trumps it.</p><p></p><p></p><p></p><p>Sure... but what does this have to do with duration?</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>That happened to me two combat ago. A monk ... with the 3.0 pre-errata'd <em>boots of striding and springing</em>. 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.</p><p></p><p>This has happened on a regular basis at higher levels as well. Readied action <em>fireballs</em> are a great way to break concentration, also taking down my low hit points at the same time. It doesn't help to cast <em>protection from fire</em> before combat either, since my opponent may have many other direct-damage spells available to him, and could just as easily start with <em>chain lightning</em>. Or good ol' <em>flesh to stone</em>, which is just nasty.</p><p></p><p></p><p></p><p>That's a good way around the <em>change self</em> tactic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Yup. Too bad I can't cast <em>persistent see invisibility</em> otherwise I might be able to blast them.</p><p></p><p></p><p></p><p>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 <em>improved invisibility</em> 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 <em>fly</em> only two or three times, but I can deal with that.</p><p></p><p></p><p></p><p>I haven't done this, but my party <em>has</em> walked around <em>invisible</em> for literally hours at a time. I'm sure WotC isn't planning on giving out cheap <em>see invisible</em> 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.</p><p></p><p></p><p></p><p>Just the caster <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> 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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p></p><p></p><p></p><p>Neither do I. I do have a <em>wand of see invisible</em> and two others I hardly ever use (I just took one from a villain's corpse - yay me!).</p><p></p><p></p><p></p><p>Obviously every campaign is different. I'm glad to hear that <em>your</em> campaign hasn't been abusing these spells. Sounds like you've got admirable self-restraint.</p><p></p><p></p><p></p><p>That's good to hear.</p><p></p><p></p><p></p><p>Do you get extra XP for all that counter-scouting?</p><p></p><p></p><p></p><p>I've also found the old Haste confusing. I hope I was breaking the rules when that sorcerer used Fireball and then readied another Fireball every round. (That's a good way of breaking a wizard's concentration when he's trying to cast Protection from Fire :eek) )</p><p></p><p>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 <em>improved invisibility</em> for 10 minutes, allowing the rogue to sneak past <em>and</em> assassinate multiple opponents <em>while</em> scouting.</p><p></p><p>I'd like wizards to get d6 hp and be able to cast spells of up to 3rd-level faster, but as long as I can cast spells like <em>fly</em> and <em>improved invisibility</em> and as long as MM creatures can't do anything about that I'm not going to complain too much.</p><p></p><p>Rushlight</p><p></p><p></p><p>That's a lot of non-core stuff. Does your fighter have the required See Inviz item to even hit the dragon in the first place?</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 986895, member: 1165"] Andy Collins said there are lots of 10 minute/level spells in 3.5. You aren't supposed to use these spells for scouting - unless you want to relegate the rogue to the uselessness he endured in 2e. Or he could use Clairaudience, or let the rogue do it. GMW no longer trumps it. Sure... but what does this have to do with duration? 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. That happened to me two combat ago. A monk ... with the 3.0 pre-errata'd [i]boots of striding and springing[/i]. 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. This has happened on a regular basis at higher levels as well. Readied action [i]fireballs[/i] are a great way to break concentration, also taking down my low hit points at the same time. It doesn't help to cast [i]protection from fire[/i] before combat either, since my opponent may have many other direct-damage spells available to him, and could just as easily start with [i]chain lightning[/i]. Or good ol' [i]flesh to stone[/i], which is just nasty. That's a good way around the [i]change self[/i] tactic :D Yup. Too bad I can't cast [i]persistent see invisibility[/i] otherwise I might be able to blast them. 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 [i]improved invisibility[/i] 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 [i]fly[/i] only two or three times, but I can deal with that. I haven't done this, but my party [i]has[/i] walked around [i]invisible[/i] for literally hours at a time. I'm sure WotC isn't planning on giving out cheap [i]see invisible[/i] 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. Just the caster :D 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 :D ) Neither do I. I do have a [i]wand of see invisible[/i] and two others I hardly ever use (I just took one from a villain's corpse - yay me!). Obviously every campaign is different. I'm glad to hear that [i]your[/i] campaign hasn't been abusing these spells. Sounds like you've got admirable self-restraint. That's good to hear. Do you get extra XP for all that counter-scouting? I've also found the old Haste confusing. I hope I was breaking the rules when that sorcerer used Fireball and then readied another Fireball every round. (That's a good way of breaking a wizard's concentration when he's trying to cast Protection from Fire :eek) ) 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 [i]improved invisibility[/i] for 10 minutes, allowing the rogue to sneak past [i]and[/i] assassinate multiple opponents [i]while[/i] scouting. I'd like wizards to get d6 hp and be able to cast spells of up to 3rd-level faster, but as long as I can cast spells like [i]fly[/i] and [i]improved invisibility[/i] and as long as MM creatures can't do anything about that I'm not going to complain too much. Rushlight That's a lot of non-core stuff. Does your fighter have the required See Inviz item to even hit the dragon in the first place? [/QUOTE]
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