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[D&D Design Discussion] Preserving the "Sweet Spot"
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<blockquote data-quote="Geron Raveneye" data-source="post: 2997617" data-attributes="member: 2268"><p>Well, dealing with magic replacing skills is not that much of an issue...the right spell might be more effective than a skill check now and then, but how many times <strong>can</strong> that wizard/sorcerer cast <em>Knock</em> in the first place? Even if they use all their available slots for that, and maybe a few of the higher ones, too, a rogue can go and open locks all day long, until he's caught or dies from a trap. The equalizer to potent magic is the fact that it is limited by some system (spell slots, spell points, fatigue, what have you), and while the wizard is quite flexible in using his spells for the most diverse situations, he only has so many. That was, and still is, part and parcel of the niche protection of D&D classes. The spells were the same throughout the editions, after all, but the wizard was always busy trying to fry monsters, shield himself from arrows, enchanting the fighter's sword, etc., to be a real negating factor towards skill checks.</p><p></p><p>Magical items now, they have the potential to make skill checks obsolete, if overused. This is a part where the DM can exercise some control, and actually should, even if it's just by obeying the DM's Guide in placing spellcasters by community size, and enforcing the standards of monetary values. Also, not every spellcaster will be able to create every kind of magical item, especially if it's something a bit off of standard items, as they also depend on the spell list of that caster.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2997617, member: 2268"] Well, dealing with magic replacing skills is not that much of an issue...the right spell might be more effective than a skill check now and then, but how many times [b]can[/b] that wizard/sorcerer cast [i]Knock[/i] in the first place? Even if they use all their available slots for that, and maybe a few of the higher ones, too, a rogue can go and open locks all day long, until he's caught or dies from a trap. The equalizer to potent magic is the fact that it is limited by some system (spell slots, spell points, fatigue, what have you), and while the wizard is quite flexible in using his spells for the most diverse situations, he only has so many. That was, and still is, part and parcel of the niche protection of D&D classes. The spells were the same throughout the editions, after all, but the wizard was always busy trying to fry monsters, shield himself from arrows, enchanting the fighter's sword, etc., to be a real negating factor towards skill checks. Magical items now, they have the potential to make skill checks obsolete, if overused. This is a part where the DM can exercise some control, and actually should, even if it's just by obeying the DM's Guide in placing spellcasters by community size, and enforcing the standards of monetary values. Also, not every spellcaster will be able to create every kind of magical item, especially if it's something a bit off of standard items, as they also depend on the spell list of that caster. [/QUOTE]
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[D&D Design Discussion] Preserving the "Sweet Spot"
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